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Friendcodes' Official Super Smash Bros. Brawl Guide
Friendcodes' Official Super Smash Bros. Brawl Guide
Includes Game Guide and Competitive Section.
Published by -AJ-
07-30-2008
Post Friendcodes' Official Super Smash Bros. Brawl Guide



Thank you for the great banner Jamie!

How to use:

To jump to a certain section press Control and F at the same time. You'll then see a Find box. In that find box add the text in the square brackets to jump to a section.

Quote:
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Lets say I wanted to go to the character Guides section. I would press Control + F then insert CHARG into the find box.


Intro [Intro]
Character Guides [CHARG]
Items [ITEM2]
Trophies [TROP2]
Stages [STAGE2]
Unlockables [UNLOK]


Modes: [MODES]
a.)Stage Builder [STGB]
b.) Wi-Fi [WIFI]
c.) Classic Mode [CLASS]
d.) Sub-Space Emissary [SSE]
e.) All-Star Mode [AS]
f.) Tournament Mode [TM]
g.) Versus Mode [VSM]
h.) Events [Even1]
i.) Fixed Camera Mode [FCM]
j.) Boss Battle Mode [BBM]
k.) Spectator [SPECM]
l.)Coin Mode [COINM]
m.) Stamina Mode [SMODE]
o.) Training Mode [TMODE]

Competitive Guide (Introduction) [CGTRO]:
Mechanics of Tripping [MECHT]
Physics of attacking [PSYAK]
Character Match-Up Chart [CMC]
Running Speed [RSPED]
The C-Stick Compendium [CSTICK]
Tier List [TIERL]
Wall clinging [WALLC]
Weight and Fall List [W&F]
Buffering [BUFF]
Basics [BASIC]
True Combos [TCOMB]
Autocancel aerial [AUTOA]
B move edge momentum [BMEM]
B Reversal Reverse Special [BRRS]
Advanced Techniques [ADVANT]
Horizontal aerial speed movement [HASM]
Blastzones [BLAST]
Guide to Meteor Smashing [MS]

Glossary [GLOSS]
Review [REVIEW]
References [REFER]
Links for Fun and Fun Facts [LFF]
Copyright (permission) [COPYR]


Introduction [INTRO]

Welcome to Friendcodes' Offical Brawl Guide. You'll find everything about the game here!
If I missed anything important about the game Private Message me. If you want to add to the guide, send me a Private Message and I'll consider if it's good enough to add. Enjoy the guide, its a good read.

Character Guides [CHARG]:

Falco
Mario
Luigi
Peach
Fox
Zelda
Zero Suit Samus
Squirtle
Charizard
Ivysaur
Pikachu
Lucario
Toon Link
Ganondorf
Yoshi
Kirby
Sonic
Jigglypuff
Wolf
Bowser
King Dedede
Donkey Kong
Meta Knight
Olimar
Captain Falcon
Diddy Kong
Link
Pit
Ice Climbers
R.O.B.
Marth
Ike
Lucas
Ness
Mr. Game&Watch
Snake
Samus
Wario
Sheik


Trophies [TROP2]

Name| How to Unlock|

Smash Ball - Random - A mighty item. Each character has a unique secret technique known as a Final Smash that can only be used when that character acquires a Smash Ball. Use it well, and you'll be one huge step closer to victory. It can turn the battle's tide, help you put the finishing touches on a complete thrashing, or even provide a chaotic finish that's sure to leave you laughing until you cry.

Assist Trophy - Random - A capsule that contains characters who will help you out in battle. You won't know who's in the capsule until you open it. It may be someone everyone knows or someone who's a bit of a mystery. The majority of these characters are invulnerable, so attacking them is not an option. You know what that means, right? RUN!

Rolling Crates - Random - Special crates that look like normal ones but have four wheels attached to the undersides. Try to destroy these and they will go rolling along, smashing everyone in their path. When a rolling crate is destroyed, it will reveal the same sorts of items found in normal crates. You can also jump on a rolling crate for a fun ride.

Stickers - Collect All Stickers - In The Subspace Emissary, you can place stickers on trophy stands to augment the offensive and defensive abilities of your characters. But stickers must be applied neatly-- they must be fully on the stand and must not overlap. Sticker power generally corresponds to sticker size--bigger is better. But big stickers take up more room, so you must strike a balance.

CDs - Random - Each stage in Super Smash Bros. Brawl has several songs prepared for it. You can set the percentage chances for which songs appear in My Music. It's fun to choose songs according to your tastes. Each CD contains one song to increase your music library. Be sure to grab them when you see them. Once you've got all the music that's in the game, CDs will stop appearing.

Blast Box - Complete Target Smash Lvl 2 with every character. An explosive-filled box that will detonate when the box is broken. The box can be smashed with normal attacks and will also catch fire and blow up if it's exposed to any flame. Unlike ordinary crates, blast boxes do not change their appearance from stage to stage. There's one fundamental rule when dealing with these items: be out of range when they blow.

Sandbag - Complete HRC with every character An item that appears in the Home-Run Contest, where the goal is to do lots of damage to Sandbag, then send it flying as far as you can. It also appears in the regular game. If you smash it, a storm of confetti and items will burst out. Sandbag doesn't feel pain, though; in fact, it's happy to be of service.

Food Random - Treats that decrease your damage. The nutritional value of each food, and how much damage it heals, is carefully measured. What's better for you, sushi or a donut? Party Balls contain a lot of food, so if you eat it all yourself, you can really lower your damage. There may be times when you laugh and walk away from food, and times when you watch someone else eating and cry.

Timer - Play Brawl for 30 Hours An item that slows down time and your enemies' movements. Only the player who gets the item will move at normal speed. You should enjoy a huge advantage in both attacking enemies and snagging items that appear. If an enemy manages to get to a powerful item first, you'll be able to shield and dodge and keep any damage you take to a minimum.

Beam Sword - Random - A sword with a blade of glowing energy. The length of the blade changes depending on the fighting spirit of the wielder. It has four attacks: a standard attack, a strong side attack, a side smash attack, and a dash attack. When doing a side smash attack, the beam sword's blade grows to three times its normal length--that's the best reach of all battering weapons.

Home-Run Bat - Hit Sanbag 1,600 feet A battering item. Smash a foe with this and be rewarded with the distinctive "KREEEEENG!" sound of a home run as your foe goes flying. The sound echoes with what's surely the timbre of supreme bliss. For the character being hit, though, it must be one of the scariest sounds ever. But it's not easy to use-- it swings slowly and has a limited range. High risk, high reward.

Fan- Random - An item made by taking thick paper, folding it accordion-style, taping one end, and fanning out the other. It's mainly used as a comedic prop by comedians from Osaka and the Kansai region of Japan. Why it's in Smash Bros. is a mystery. Grab this unique item and whack foes to turn them in the opposite direction. Throw a fan at a foe, and that character will fly straight up.

Ray Gun - Random - A gun that shoots rays of light, as the name suggests. Its fat shape is not very realistic--in fact, it looks more like a toy than anything else. Its beams aren't very strong; they're fast and hard to dodge. In addition, they juggle whomever they hit in midair, making it possible to hit with one beam after another. By the way, it only holds 16 shots. When it's empty, you can throw it.

Cracker Launcher - Have 1,000 KOs in Brawls A portable launcher you can carry under your arm. Fire it to launch HUGE missiles... Well, OK, actually it just launches flashy fireworks. You can adjust the barrel angle to change your shot trajectories to blast those in front of you and even above you. It's a great item to have around. Be warned--the recoil pushes you in the opposite direction in which you're firing.

Motion Sensor Bomb - Random - An item that, when placed, will detonate when someone gets too close. It can be stuck on ceilings, walls, and floors. It doesn't matter who places this thing--it'll explode regardless of who passes by. Its explosive power is high, and it launches players with ease. It's small and lies almost flat on surfaces, so it can be very difficult to see.

Gooey Bomb - Random - A bomb encased in a blob of goo. This material is highly adhesive, so you can throw it at and stick it to opponents. Once it's attached to someone, this nefarious device will explode after a set amount of time. Be wary, though--if you come into contact with the character carrying the bomb, it may stick to you. This truly is a high-risk item.

Smoke Ball - Random - An item that activates when tossed and fills the area with clouds of obscuring smoke. The smoke slowly changes color over time, from white to yellow, orange, red, purple, and finally blue before restarting the cycle. The smoke hangs around quite a while before dispersing. You can pick up an active smoke ball and hurl it again. Be careful not to lose track of yourself, though.

Bumper - Hit a total of 15,000 feet in HRC An item that originally appeared in Super Smash Bros. on the Nintendo 64. After many years, it now makes its triumphant return. Bumpers are used in pinball to send balls flying, and they perform the same role in Smash Bros. They react to anything that touches them, including the people who set them. As they can also be set in midair, using them requires good tactics.

Team Healer - Random - A healing item. Hit a teammate with this item in Team Battle to reduce your ally's accumulated damage. You can throw it at an enemy, but the damage inflicted will be minimal, so you're better off using it to help your friends. This item will not react if attacked. Oh, and one more thing--you can't reduce your own damage by tossing the item up and letting it hit you. Sorry.

Crates - Random - Item holders. You can destroy these to get at the items they contain, but be careful, because they will sometimes explode when broken. In Super Smash Bros. Melee, crates were uniform in design, but this time around, their appearance will change to match the stages. They'll sometimes look futuristic--other times, they'll look like presents with fancy ribbons

Barrels - Random - Item holders similar to crates-- their appearance will also change to fit the area. When you throw a barrel, it won't shatter, but rather roll across the stage. When a rolling barrel hits a character, that character gets sent sailing. Barrels are heavy, so you'll need two hands to pick them up, and your foot speed will decrease too.

Capsule - Random - A small item filled with...items. Break it open to get what's inside. However, there's a 12.5 percent chance that a capsule will contain explosives, so it's important to think about where you're throwing the capsule to break it open. You won't find crates or barrels in capsules, but you may find capsules within barrels and crates.

Party Ball - Random - A giant ball stuffed to bursting with items and food. Throw it or attack it, and after a few seconds, it will burst open with fanfare, spilling items all around. The fluttering confetti adds to the celebratory atmosphere. Some Party Balls are filled with nothing but bombs, though, so handle with care. Perhaps if you just pulled the string...Naw, that doesn't work.

Smash Coins - Play 5 coin brawls - Items that appear each time you smack an opponent in a Coin Battle. The person who has the most coins when the game ends is the winner. There are gold, silver, and bronze coins, which are worth five, three, and one point respectively. Attacks that cause the most damage also produce the most valuable coins. You don't lose coins when you take damage.

Red Alloy - Defeat 5 enemies in Cruel Brawl A member of the Fighting Alloys. This one's sporting a red body. Built like an everyday hero, he fights like one too. Typically, when groups are divided into colors, red tends to serve a leadership role. Although this does not necessarily apply to the Alloys, the Red Alloy somehow feels the need to step it up.

Blue Alloy - Beat 100-man Brawl with all characters. A beautiful, cobalt blue member of the Alloys. This dainty female-form Alloy relies on a less rough-and-tumble style of fighting. The core at the center of her body provides power for the whole group of Alloys and plays a key role in holding body parts together. However, this is not necessarily a weak point, and attacking this core will not result in greater damage.

Yellow Alloy - KO 100 opponents in Endless Brawl. A member of the Alloys who stands out from the bunch with a sharp yellow body and horns. He moves like Mario but is bigger and has a longer reach. He can't, however, use items or special moves. Also remember that he is not controlled by a human player, so this is your big chance--show him who's boss!

Green Alloy- Complete 15-minute Brawl The guy who clearly has the biggest head of all the Alloys. In fact, he's all head! When you face him in the 100-Man Brawl, he'll come at you in a group with other Alloys. While kicking around herds of these bad boys can be good fun, the highest-difficulty Brawl challenge is brutal--the Green Alloys will come at you like merciless demons!

The Subspace Emissary |Name| How to Unlock

Primid Trophy Stand - The common soldier of the Subspace Army. It seems pretty harmless, but alas, it's stuffed with Shadow Bugs that leak from its forms. This Primid has no weapons--it will challenge you man-to-man. There are six different Primid types, but all of them are based on this basic form. There are also several different face types.

Sword Primid Trophy Stand - A Primid with a sword, as the name suggests. A Sword Primid will generally attack with slashes, but that's not all! It'll also make charging stabs at you, so watch out even when you're a good distance away. It might just be because of the way its sword lights up, but doesn't it remind you of a tarmac worker at an airport?

Boom Primid Trophy Stand - A Primid with a boomerang--hence the name. This Primid will use the boomerang to attack from afar (which is pretty much what you'd expect) and adds to its arsenal with close-quarter combat strikes. These two attack patterns may lead you to believe that it has no fun with boomerangs, but no! Boom Primids are just a little on the shy side.

Scope Primid Trophy Stand - A bazooka-wielding Primid. A Scope Primid uses weak, three-shot attacks and powerful, single-shot surge cannons. Due to its ability to also fire at targets above its position, you can't play it safe when a Scope Primid is down below you. Probably because of the weight of its weapon, it won't use its bazooka for direct strikes.

Big Primid Trophy Stand - The biggest Primid of all. Its attacks are the same in form and function, but considerably more powerful than a normal Primid's. Watch out for its smash attack--it will launch you far. It also has jump and roll attacks. The bigger size means an increase in Shadow Bugs--does that mean it takes more Shadow Bugs to move bigger Primids?

Metal Primid Trophy Stand - A Primid covered from head to toe in metallic plating. It cannot be knocked around with conventional attacks due to its hard and heavy nature--we're talking ALL metal, including the frilly feather on its head. On the flip side, the weight of the metal inhibits this Primid's movements. Like a normal Primid, a Metal Primid will also rely on hand-to-hand combat.

Fire Primid Trophy Stand - A specialized, fire-breathing Primid with two flamethrowing attacks. Primids with weapons are just normal, armed Primids, but Fire Primids are a whole new species with a whole new color. Although no more special than the others, they may feel slightly more superior with their red-hot color. Dealing with these guys in a group can be especially tricky.

Glire Trophy Stand - An enemy shaped like a tire. It's protected by three black shells, but they're not so hard as to be impenetrable. The outermost shell is covered in mucus that lets it stick to surfaces as it rolls along walls and ceilings. The eye in its center is creepy. When it spots the player, it stops, sheds its outer layers, and spouts fire from its inner recesses.

Glice Trophy Stand - A soldier in the Subspace Army that moves easily up walls and slopes alike. Like a Glire, it sheds its outer shells to attack, but it releases waves of bitter cold instead of fire. This attack will freeze the player in a lump of ice if it hits. To escape quickly, move the Control Stick rapidly back and forth. This combative enemy will attack whenever it can.

Glunder Trophy Stand - An enemy that separates into three parts, then blasts enemies with a high-tension current it produces within its body. When it's ready to attack, it will make a "Bzzt!" sound and produce a lightning flash. When this happens, approach with caution. This enemy type is color coded--Glires are red, Glices are blue, and Glunders are yellow. It's a family of destruction!

Poppant Trophy Stand - A creature with a uniquely shaped lower body, where it carries boxes that look like gifts and candies. The boxes are even carefully tied with ribbons. It demonstrates its generosity by scattering its boxes as it wanders, but if it's seen, it will immediately flee at top speed. It redefines the word shy. No one knows why it spends its time scattering presents.

Bytan Trophy Stand - A spherical creature divided into two colors. There's a big, staring eye in the colored section, and the white part contains the creature's gaping mouth and exposed fangs. It rolls along and smashes into all enemies it meets. After a short time, it will pop another Bytan out of its eye, so if you leave it alone, it will continue to produce one Bytan after another.

Roader Trophy Stand - A Subspace Army enemy that looks like a motorized unicycle. It features an off-road motorbike helmet as a head, revealing creepy eyes that peek from under its visor. It attacks using three head spikes and its wheel and is clearly unconcerned with environmental conservation, since it wheels around freely spouting exhaust from its muffler.

Bombed Trophy Stand - An enemy with a bomb for a head, as subtly suggested by the name. It hurls its own bomb head at you-- at least it's kind enough to reveal the bomb fuse, which will light up when hit with a fire attack like Mario's fireball. Then...BOOM! This is an easy way to take it out. It's this weakness that sometimes makes them sad that, regrettably, they were born with bomb heads.

Greap Trophy Stand - A terrifying enemy with two giant sickles. It uses these well- sharpened, slice-'em-and-dice-'em sickles for a fearsome attack. With a handle on its back, it almost looks like a baby carriage. Combining horrific qualities with this precious imagery gives the Greap a somewhat conflicted disposition, exuding both creepiness and cuteness.

Bucculus Trophy Stand - A Subspace Army enemy found firmly planted in the ground, with only its lips showing. These lips, by the way, are covered with spikes that stick in its victim to... (Get this!)...suck out vitality. Basically, this results in serious damage. The torso area has a poison zone where it stores vitality. The Bucculus not only looks offensive-- boy, it's rotten to the core.

Towtow Trophy Stand - A giant, ramlike enemy and member of the Subspace Army. A Towtow looks adorable while sleeping, but when it's awakened, its angelic face changes dramatically. The features turn to demonic nastiness, and the Towtow's body turns bright red as it readies to ram you. Perhaps a result of its tantrum- hindered fashion sense, the Towtow sports a pompadour when angry.

Floow Trophy Stand - An enemy that might be described as a ghost patched with strips of darkness. A Floow will float in the air and attack nastily from behind. Harboring pent-up resentment, a Floow's cries reveal one part sadness, one part madness. This especially hits home when gazing into its ghastly red eyes. After taking a certain amount of damage, a Floow will disappear.

Auroros Trophy Stand - A unique enemy characterized by a long beak and rainbow-patterned wings and tail. Like most birds, the Auroros flies through the sky. Once one has you in its sights, it will dive in for the attack. Since it has a sharp beak, dodging its attack will leave it stuck firmly in the ground. Fortunately, you can pull it out of the ground and throw it like a javelin.
Buckot Trophy Stand An enemy with arms and a propeller attached to its head that it uses to...um...propel itself through the sky. It has a justified reputation as a dangerous dude with a bucket filled with red-hot iron chunks for dumping on folks. Some say that the phrase "Drop it like it's hot!" came from Buckot's firm belief in dropping scalding metal chunks. Good thing it has thick gloves.

Jyk- Clear Boss Battles with 20 Characters A six-spiked enemy. Attacking a Jyk will do no damage, as they can't be defeated. But you'd better believe that a Jyk will deal out damage to you if you get too close. This foe epitomizes player-hindering obstacles--it gets in your way... and it hurts. It definitely isn't thought fondly of by the characters in the game. It may have something to do with its SHARP SPIKES! Ouch.

Gamyga Trophy Stand - A Subspace Army enemy that looks like an avant-garde work of art from some young art-school grad. And its size is nothing to scoff at--sitting on top of a four-level Gamyga base is a huge Gamyga mask. You can eliminate the Gamyga base simply by beating the Gamyga mask. A Gamyga faces the screen, but it never takes its eyes off you. Ooh, spooky...in an artsy kind of way.

Feyesh Trophy Stand - An enemy that, at first glance, looks like a goldfish, with a tail and dorsal fin. It turns out to be more crazy-eye-creature than fish. (And what's with the funky dangling tentacle thingies?) Floating lazily through the air, a Feyesh usually looks like it's sleeping. BUT! When it spots you, its eye opens, and it attacks with its five tentacles. Gaahh! Attack of the Tentacles!

Trowlon Trophy Stand - An enemy that, despite a mechanized look, is made up of a soft, specialized material that allows for smooth, undulating movement and flight. A Trowlon will not attack directly but will instead slip under the player and suddenly ascend. It will try to put players on its back and carry them off the screen.

Roturret Trophy Stand - An enemy with a skeletal face at the center of its inner section that deals damage with a rotating attack. Despite a 360-degree attack range, it has a blind spot between its two cannons. It spins toward characters and shoots three shots at a time, spraying spent shells and occasionally reloading. This foe is pretty smart--it'll cease fire when you put up your guard.

Spaak Trophy Stand - A Subspace Army member who is mostly cloud but also reveals mechanical parts, like electrodes and batteries. In most cases, a Spaak is white and fires lightning, but it turns into a dark cloud after taking damage and chases you with fast lightning strikes. Its weak point is the battery on its back--attacking that should make it pretty easy to take down.

Puppit Trophy Stand - A marionette enemy, suspended from above by piano strings. A Puppit proves vicious with long, sharp claws and a mysterious beam emitted from its eyes. You would think, based on the exterior wood pattern, that it's made of wood, but no one is sure. More importantly, who is the one manipulating those piano strings?! What an enemy! Mystery abounds!

Shaydas Trophy Stand - An odd enemy with two heads. Its legs might suggest that it's a beast of some sort, but in actuality, a Shaydas is formed by swarms of Shadow Bugs. Maybe that's why recklessly attacking it will do no good--you must strike its pink core to defeat it. Just watch out for the giant blades that it brings to the party. Mind the blades, and pick your attacks wisely!

Mites Trophy Stand - Pitiful little enemies that carry the Subspace Army symbols right there on their heads--rather, the symbols ARE their heads! They're paper thin--nope, no depth at all. There are three different colors-- red, green, and yellow--and all have white hands and feet. Their moves can best be described by the phrase "try really hard." They're weak, but they...try really hard.

Shellpod Trophy Stand - An enemy reminiscent of a horned beetle. A Shellpod can exhibit extraordinary destructive power thanks to the strength generated in its beefy front legs and its threatening long horn. Taking a hit from this bad boy spells trouble. But what's the deal with the color difference between the Shellpod's legs and shell? Hmmm... Therein lies a seeeeeecret.

Shellpod (No Armor) Trophy Stand - Extensive damage to a Shellpod will reveal its true form and uncover the big secret--it was the ARMOR that made the Shellpod look like a beetle! Well, no wonder the shelled creature had such funny-looking legs! But even without its armor and horn, this weaker Shellpod will still bring the thunder, just slightly less threatening thunder.

Nagagog Trophy Stand - An enemy that might be considered sumo-wrestler shaped, with a funky, decorative twirl on its head and a cute little mouth. As it takes damage, its body increases in size through three distinct levels. Wow, it's almost like a sumo wrestler climbing the ranks to become Yokozuna! Along with the size increase comes a change in color as well--blue, yellow, and red.

Cymul Trophy Stand - First, notice the metallic sheen-- a specialized coating that allows the Cymul to reflect beams and other long-range attacks. The reflected attacks are said to be as strong as a Reflector's, so it's believed that the coating is based on Reflector technology. Coating aside, the four blades attached to its body cannot be neglected--they will slice and dice and slice.
T
icken Trophy Stand - An enemy that looks like a chicken--quite a hefty chicken. But despite its weight, it can indeed fly. After taking a certain amount of damage, a Ticken will open up to reveal a little chick enemy. Notice the two bolts on its belly? And what's the deal with the four missing bolts? It probably hasn't even noticed they're missing.

Armight Trophy Stand - A Subspace enemy. Look at the arms on this thing. It's also got an awfully fancy mustache! Without much of a body, Armight floats softly in the air--all arms, legs, and head. Resplendent in a nice armored helmet, Armight attacks with its arms and swords and will sometimes throw the latter at you unexpectedly.

Borboras Trophy Stand - A Subspace foe. Although humanoid in form, it's characterized by a head that resembles a wind instrument decorated on top with trumpet valves. It can be quite annoying--when it spots you, it'll blow you off balance with some serious wind from its mouth. And where does it get off, skipping around so cheerfully? I mean, who skips these days? Seriously.

Autolance Trophy Stand - An enemy that moves on caterpillar treads and uses the giant lance attached to its front to ram and sometimes shoot you. Looking for a weak spot? It's inside that armored-helmet head in the form of an emergency light. But... Autolances aren't Subspace Army emergency vehicles--why would they need an emergency light? Aah, the mystery!

Armank Trophy Stand - A brutal enemy in the Subspace Army or mobile construction equipment? Yes, it moves on treads and has a functional construction arm, but that arm is also capable of brutal attacks. Continue attacking the arm to reveal the Armank's weak spot. Wait... It looks like there's mud on the end of the arm! Maybe the Armank IS just a construction vehicle for the Subspace Army!

R.O.B. Sentry Trophy Stand - A robot with a two-armed shot. This R.O.B. uses the booster on its base to propel its jumps. Often used in the Subspace Army bomb factory in defense or labor roles, the R.O.B. Sentry also works as a detonator. Its emotional capacity is unknown, but it has utter trust in the Ancient Minister and obeys him unwaveringly. This production model has been made in great numbers.

R.O.B. Launcher Trophy Stand - An upgraded R.O.B. model with a missile-launcher head that bolsters firepower. The standard coloring has also been refinished with a green and brown military motif, stylishly accented with a blue cord connecting the arm sections and
base. This R.O.B. does not use its arms--attacks are limited to the missiles fired from its head.

R.O.B. Blaster Trophy Stand - A R.O.B. model boasting robo-beam- blasting eye lenses suited for long-range combat. There are two types--one acts like a stationary gun, sitting in place and lining up targets, and the other is mobile. Actually, the R.O.B. Sentry also features beam-firing capabilities, but because the roles of the R.O.B. Squad are so well defined, there's no conflict between the ranks.

Mizzo - Random - Within the battleship Halberd, there's a display room where a number of enemies are on display. On the way there, a number of different enemies obstruct your path, but one enemy appears only in this display room. That enemy is Mizzo. With a round body sprouting arms and legs, its appearance and swimming motions make for an extremely bizarre being.

Galleom Trophy Stand - An enormous, transforming robot and Subspace Army warmonger. Galleom is characterized by various attack threats, including jump stomps, beefy arm bludgeonings, and even missiles fired from its back. It also has a Subspace Bomb set in its head, which it can use in times of desperation to blow itself up and drag the player into the darkness of Subspace. It's one tough robot!

Galleom (Tank Form) - Clear Boss Battles on Tintense Difficulty Galleom with its arms and legs neatly compacted into tank form. In this form, it can get around the combat field at high speed. It can quickly change into humanoid form to take advantage of awesome combat capabilities. Its last defense and most threatening trait is a built- in Subspace Bomb. In tank form, Galleom can still attack with body slams and missiles. It never runs.

Duon Trophy Stand - A robot with two upper bodies sharing one set of wheels. The blue-bodied half uses sword attacks, while the pink one uses lasers from its head and arms for offensive power. Whichever side is facing you will attack. Duon also threatens with homing missiles and the blade on top of the blue half.

Tabuu Trophy Stand - The ruler of Subspace and master of operations. Tabuu controls Master Hand with chains of light to excise this world and build up his great maze. He used Shadow Bugs to form Subspace and manipulates the servants of Master Hand to his heart's content. Born in a vastly foreign realm, he also possesses great leadership powers. Tabuu... No name is more suitable.

Tabuu (Wings)- Clear Boss Battles with all Characters Tabuu with wings extended. The dreadful energy surges cast from these wings
instantly turn all fighters back into trophies. Knowing this, King Dedede assembles all able-bodied troops and sets a timed device on each of them. This device is a brooch that, after the designated time runs out, revives all fighters wiped out by Tabuu.

Master Hand - Clear Classic Mode with 20 Characters A being tied to the link between this world, where trophies fight, and the
world beyond. The meaning of his existence is unknown, as are his goals, but he seems to have obtained (and kept hidden) a power that borders on absolute. He also seems to feel a certain joy in challenging chosen warriors who've claimed many victories. He waits even now in Final Destination.

Crazy Hand - Clear Classic Mode on Intense A seeming manifestation of the destructive spirit in direct contrast to Master Hand, who is the manifestation of the creative spirit. Crazy Hand appears out of nowhere when Master Hand's power begins to ebb. His repeated attacks evoke the bizarre. Those who must face Master Hand and Crazy Hand at the same time face a long and painful battle to the death.

Dark Cannon - Clear Boss Battles on Hard Difficulty In this world, those who fall in battle return to their forms as trophies. This Dark Cannon is powerful enough to turn a fighter back into a trophy with a single shot. Originally created by the Subspace Army, they were then given to Bowser and Wario for the purpose of collecting fighters who exist in this world.

Cargo - Random - A hovering carrier that can carry any and all freight with ease. Flying it is very simple, since it only uses one stick. There is the Bowser version (that went after Donkey Kong's bananas) and the Wario version (that King Dedede stole). The Wario version is outfitted with a magic arm.

Shadow Bugs- Clear boss battles on Normal Embodiments of a primordial substance that can take the form of any number of lesser Subspace foes. They can also copy the forms of trophies to create evil doppelganger versions of them. The mysterious substance inside Mr. Game & Watch can be extracted endlessly. Once Tabuu discovered this, he used Mr. Game & Watch to create the Subspace Army.

Ancient Minister- Clear the Subspace Emissary The commander of the Subspace Army who uses Subspace Bombs to tear up this world. He was once the lord of this world, living on the floating Island of the Ancients with many robots--but the robots were taken hostage on Tabuu's orders. Now that their home's a bomb factory, the robots carry out their functions while enduring deep sadness caused by the loss of their colleagues.

Subspace Gunship - Clear boss battles with 10 characters Ganondorf made the Subspace Bomb factory self-destruct in order to draw this ultimate weapon out from Subspace. It's capable of infinitely rending space, and its firepower is greater than that of any weapon. It exists to draw all of this world into Subspace, but the last-ditch efforts of the fighters might prevent this.

Subspace Bomb - Clear Boss Battles on Easy Difficulty A weapon that, when it explodes, draws every part of this world within its blast range into Subspace. The areas drawn into Subspace this way float about in bubbles as individual colonies. To detonate a bomb, two R.O.B.'s must be destroyed in the process. The Ancient Minister is bitterly aggrieved by this fact.

Trophy Stand - Random - An item that, when hurled at Subspace goons, will turn whomever it hits into a trophy. Trophies can be collected, then viewed in the gallery. To successfully get an enemy, you need to hit it when it's been sufficiently weakened. If you can skillfully manipulate your foe's damage, you can even capture a boss character.

Stock Ball - Random - The Subspace Emissary is played in Stock mode. When you're defeated, your stock decreases by one. If your stock reaches zero, the game ends. However, you can increase your stock by one by picking up a Stock Ball when you come across one. There's a big difference between having a stock of zero and one, so be sure not to leave any Stock Balls behind.

Key - Random - In The Subspace Emissary, there are often locked doors. This key is the item you need to unlock these doors. You can touch a door while holding the key, or you can even throw the key at a door to unlock it. If you lose the key, it will return to the place you originally found it. This item is vital to your progress, so do your best not to lose it.

Super Mario Bros. Series |Name| How to Unlock

Mario - Clear Classic Mode as Mario A familiar overall-clad figure who is Nintendo's flagship character. His courage and jumping ability have seen him through countless adventures. He's a multitalented plumber with the knowledge of a physician, a top-notch golfer, and a veteran tennis umpire. Is his jumping prowess a boon from his girder-climbing days?

Donkey Kong Series |Name| How to Unlock

Donkey Kong - Clear Classic Mode as Donkey Kong A carefree jungle dweller with the charisma of a natural leader. He keeps busy by foiling the plans of the Kremlings and their boss, King K. Rool. As his physique suggests, this ape is a powerhouse. He's got speed to match too, and his love for bananas is second to none. His famous necktie is adorned with his initials, DK.

Legend of Zelda Series |Name| How to Unlock

Link - Clear Classic Mode as Link A young man who emerged to rescue Hyrule from peril. He's the bearer of the Triforce of Courage who fights to keep Ganondorf from conquering the world. His green outfit is a constant throughout the series. He's a skilled swordsman, horseman, and archer. He's also proficient with bombs and boomerangs.

Metroid Series |Name| How to Unlock

Samus- Clear Classic Mode as Samus The intergalactic bounty hunter named Samus Aran. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.

Yoshi’s Island Series |Name| How to Unlock

Yoshi - Clear Classic Mode as Yoshi A creature that hails from Yoshi's Island. Yoshis come in a variety of colors, and all possess gentle personalities. No matter what problems they face, they always look like they're having fun. Yoshis use their long tongues to grab and swallow fruit and enemies. They can convert what they swallow into eggs, which they then lay. They also give Mario rides.

Kirby Series |Name| How to Unlock

Kirby - Clear Classic Mode as Kirby A round, pink ball of cuteness from a distant, peaceful star. He can swallow anything with his gigantic mouth, then spit it out as ammo. He has the handy ability to copy powers and use them as his own. His hovering ability lets him fly through the air with ease. He's so round, he's sometimes treated like a ball.

Star Fox Series |Name| How to Unlock

Fox - Clear Classic Mode as Fox The leader of the commando unit for hire known as Star Fox. He uses both the team's mother ship, the Great Fox, and his personal Arwing fighter to challenge the evil scientist Andross. He made his name as an ace pilot but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat.

Pokemon Series |Name| How to Unlock

Pikachu - Clear Classic Mode as Pikachu A Mouse Pokιmon. Its lightning-bolt tail and round cheeks are its trademarks. When danger draws near, it uses tiny electric pouches within its cheeks to discharge electricity. When it's really fired up, it unleashes thunderbolts on its rivals. It's said to recharge when it's sleeping. It evolves into Raichu.

F-Zero Series |Name| How to Unlock

Captain Falcon - Clear Classic Mode as Captain Falcon A skilled F-Zero pilot and resourceful bounty hunter. All that's known of his past is that he hails from Port Town. He's won fame and fortune outracing his opponents in his beloved Blue Falcon. His incredible athleticism and never-say-die attitude makes him the pilot to turn to in times of trouble.

Mother Series |Name| How to Unlock

Lucas - Clear Classic Mode as Lucas The younger of twin brothers living in Tazumili Village in the Nowhere Islands. He's a kind boy who can communicate with animals, but he's shy and never really got over the tragedy that struck his mother. He fights a warped dictatorship, hunts the Seven Needles, and crosses swords with his missing brother, Klaus. In the end, the young boy with psychic PSI powers grows up.

PK Starstorm (Lucas) - Clear All-Star Mode as Lucas Lucas's Final Smash. He pulls a large group of stars from the sky and sends them smashing down among his enemies, causing damage to one and all. In Mother 3, this move was used by Lucas's traveling companion,
Princess Kumatora. As Ness learned this move from Poo, Princess Kumatora taught Lucas when he learned he would appear in Super Smash Bros. Brawl.

Ness - Clear Classic Mode as Ness An average boy whose life changed when he found a meteor and an alien on a nearby mountain. The alien warned him of a future threat, and adventure ensued. He can use psychic energy known as PSI and also wields a bat and yo-yo. This brave youth gives his all to defeat the evil Giygas.

PK Starstorm (Ness) - Clear All-Star Mode as Ness Ness as he calls down a host of damage-dealing stars in his Final Smash. Everyone on the screen must dodge like crazy to avoid getting hurt, but that's no easy task. This attack appeared in the Mother series, but it was Poo, not Ness, who wielded it. Perhaps Poo taught Ness the secret of the attack for use in Super Smash Bros. Brawl.

Mr. Saturn- Random - A self-centered, rotten brat who lives next door to Ness. As the events 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 Islands of Mother 3. He leads the Pig Mask Army invasion but is eventually defeated by Lucas and friends.

Franklin Badge- Have Ness Join you in the Subspace Emissary A badge you can put on to gain the ability to reflect all projectiles. It has exactly the same effect as other reflectors in the game, like the one Fox uses. In EarthBound, it was used to counter Thunder attacks. The lightning bolt on the badge is proof of its capacity. Its importance and usefulness made a deep impression on players.

Jeff - Random- Dr. Andonuts's son, who attends a boarding school in Winters. He receives a telepathic message from Paula saying that she and Ness have been captured, and he sets out to rescue them. He's Ness's age but has the knowledge of an established scientist. He repairs broken items and makes them into other things. As his IQ increases, so does the number of things he can create.

Porky - Trophy Stand - A self-centered, rotten brat who lives next door to Ness. As the events 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 Islands of Mother 3. He leads the Pig Mask Army invasion but is eventually defeated by Lucas and friends.

Porky Statue - Clear Boss Battles on Very Hard Difficulty A guardian statue standing inside New Pork City that's clearly based on Porky himself. Investigate it, and the statue will turn hostile and start a battle. And it has 100,000,000 HP! It has very high stats, so you'll never win if you attack it straight-on. Thankfully, there's an item called "New Year's Eve" that can reduce its HP to 1-- then you can defeat it with ease.

Ice Climber Series |Name| How to Unlock

Ice Climbers- Clear Classic Mode as Ice Climbers The one in blue is Popo, and the one in pink is Nana. They use their incredible jumping powers and hammers to break blocks and climb to the summit. They grab veggies, and if they can catch the condor at the end, they conquer the mountain. Other than breaking blocks, their hammers are good for sending foes flying, climbing down from blocks, and destroying icicles.

Iceberg - Clear All-Star Mode as Ice Climbers The Ice Climbers' Final Smash. This giant ice mountain appears in the middle of a stage--it's incredibly slippery, so it's hard to control yourself when traversing it. In addition to being slick, this ice is also COLD, so opponents will take damage just from touching it. Attack the ice, and it will take damage and slowly shrink. Is it actually useful? That's a mystery.

Vegetables - Random- The Ice Climbers' goal is to climb peaks. Just below each peak is a bonus stage where these bonus items appear in this order: eggplant, carrot, cabbage, cucumber, corn, turnip, pumpkin, Chinese cabbage, potato, and mushroom. You'll also get points for grabbing the condor at the peak after collecting the veggies. Why vegetables? That's a mystery for the ages.

Fire Emblem Series |Name| How to Unlock

Ike- Clear Classic Mode as Ike A member of Crimea's top fighting force, the Greil Mercenaries. He's a man of few words whose blunt manner gives the impression that he's uncaring, but he's actually a passionate hero. He was crucial to the reconstruction of Crimea. In Radiant Dawn, he continues to show his deep sense of honor and leads the Greil Mercenaries to the aid of the Laguz Alliance.

Great Aether -Clear All-Star Mode as Ike Ike's Final Smash--a powered-up version of his signature move, Aether. Ike faces a foe and swings his sword up for a hit, then tosses his sword into the air, performs multiple nasty strikes, and finally unleashes a mighty overhand blow to send his opponent plummeting down. It's a very impressive sight, but if Ike misses with the first upward swing, he can't use the move.

Marth - Clear Classic Mode as Marth The prince of Altea, in whose veins the blood of heroes runs. He and a small group of stalwarts fought to free Altea after it was invaded by the kingdom of Doluna and the dark dragon, Medeus. With his divine sword, Falchion, he fought and defeated Medeus. However, Altea was then invaded by King Hardin of Akaneia and eventually destroyed.

Critical Hit - Clear All-Star Mode as Marth Marth's Final Smash. He thrusts his sword skyward, then rushes to meet his targeted enemy with furious speed. The blow he strikes is so powerful that his foe is instantly launched off the screen. As in Fire Emblem, a window appears that shows the character's hit points dropping rapidly to zero--but this is just for effect. Smash Bros. does not use a hit-point system.

Lyn Random - A 15-year-old nomadic girl. Lyn is a strong-willed youth whose skill with the blade draws many admirers. Lyn sets out on her quest to become a master swordsman after coming to the aid of a fallen traveler. She soon learns she's a living member of the nobility of Lycia, a neighboring country. Soon she's involved in a violent dispute over the ascension of the Caelin throne.

Ashnard - Clear Target Smash Level 3 with 10 characters The 13th king of Daein, feared across the land as the "Mad King." He ignited a continent-wide war after attacking the neighboring kingdom of Crimea. Aiming to free the dark goddess locked inside Lehran's Medallion, he is stopped and defeated by Crimean forces. Ashnard's armor is blessed by the goddess, like the Black Knight's, and he uses the sword Gurugant.

Elincia - Random - The queen of Crimea, a kingdom ruled by the wise beorc race. With deep pride and consideration for her people, Elincia rules justly, having taken the crown three years prior after winning the war against Daein. However, there are rumblings of discontent among Crimean nobles that threaten her kingdom. Elincia wields the mighty sword Amiti, passed down by Crimean royalty.

Black Knight - Random - One of Daein's Four Riders and wielder of the blessed sword Ettard. Once an apprentice to Ike's father, Greil, the two eventually duel, resulting in Greil's defeat. Thought to be dead after losing to Ike and the blessed sword Ragnell, the Black Knight survives and comes to the aid of Micaiah, the leader of the Dawn Brigade, a band of Daein freedom fighters.

Sothe - Random - A skilled swordsman, thief, and member of the Dawn Brigade, a band of freedom fighters operating out of the old Daein capital, Nevassa. Although not related to Micaiah, the light-magic-dealing leader of the Dawn Brigade, he was raised like a brother and considers her safety his top priority. He grows from boy to young man between "Path of Radiance" and "Radiant Dawn."

Kid Icarus Series |Name| How to Unlock

Pit - Clear Classic Mode as Pit The captain of the royal bodyguards of Palutena, goddess of light and ruler of Angel Land. The dark goddess, Medusa, conquered the underworld, the surface world, and the heavens, and imprisoned Palutena. Pit escaped and, armed with Palutena's magical bow, set out to free her. Along the way, he gathered Three Sacred Treasures with which he challenged Medusa.

Paletuna's Army - Clear All-Star Mode as Pit Pit's Final Smash. An image of the goddess Palutena appears, heralding the arrival of Palutenas's Army's legions, the Centurions. These flying warriors proceed to attack all enemies with fierce savagery. Once a Centurion strikes an enemy, he falls from the sky, never to fly again. Centurions are so fast that dodging them is very hard. Take heart, Centurions! Your deaths are not in vain!

Paletuna - Clear Solo Event Match #4 The ruling goddess of Angel Land. Palutena showered the earth with rays of light, using her powers for the good of mankind. But Medusa, who in her hate for mankind was banished to the underworld, makes war on Palutena and wins, capturing and holding the goddess deep within a temple. Palutena entrusts Pit with a sacred bow and the task of defeating Medusa.

Paletuna's Bow - Clear Target Smash Level 1 in under 15 seconds The bow Pit got from Palutena after the Medusa incident. As a standard bow, it's capable of firing arrows of light that can change direction. It can 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 like this so he can shift between bow and swords without losing a beat.

WarioWare, Inc. Series |Name| How to Unlock

Wario - Clear Classic Mode as Wario Mario's self-styled rival. He loves money and gross humor. He often sets out in search of hidden treasure. His bold moves come from his superhuman strength and are completely different from Mario's moves. Aside from adventuring, he's also the chairman of game maker WarioWare, Inc. Its franchise game is WarioWare, Inc.: Mega Microgame$.

Wario Man- Clear All-Star Mode as Wario Wario's Final Smash. He chomps on his favorite food, garlic, and transforms into Wario-man! His mobility goes way up. His attack power doesn't change much, but he scampers like a cockroach, using moves like crazy! He can jump over buildings and use midair attacks to fly. Oh, and he doesn't flinch from attacks. Think twice about bringing out his motorcycle at this time...

Kat & Ana - Random - Twin female ninjas who attend Diamond City Kindergarten. Kat, the older of the two, has pink hair, while the younger Ana has orange hair. Both of the girls are still very young, but they're also very respectful and address their superiors as budding ninjas should. Kat and Ana have a soft spot for living things. Kat loves cats, and Ana is attracted to flowers.

Wario Bike - Clear Target Smash Level 3 A motorcycle specially designed for Wario by Dr. Crygor, an employee at WarioWare, Inc. This monster bike has an amazing 5,000cc, 4-stroke, 350HP engine capable of pushing it down the road at up to 217 miles per hour. Of course, this road hog is also a fuel hog and gets less than 5 miles to the gallon. Getting the pegs in the right position for Wario's short legs was difficult.

Pikmin Series |Name| How to Unlock

Pikmin & Olimar - Clear Classic Mode as Olimar Veteran spacefarers in the employ of Hocotate Freight. After crash- landing on an enigmatic planet, Olimar met the mysterious beings known as Pikmin. He enlisted their aid to find his spaceship parts and help him escape. Once home, he found his employer on the verge of bankruptcy. He was sent back to the Pikmin world with his partner, Louie, to repay the company debt.

End of Day - Clear All-Star Mode as Olimar Olimar's Final Smash. Dusk falls, and his spaceship makes a landing. Olimar takes the Onion, with all his Pikmin aboard, and blasts off for the stars. In Pikmin, native life-forms grew active and violent at night, making it lethal to remain on the surface--this is why Olimar would take his Onions and leave at night. This technique breaks the framework of the game.

Red Pikmin - Clear the "Sproutage of the Flower Pikmin" Event A type of Pikmin--which are odd beings who grow like plants yet are as mobile as animals. Red ones are heat and fire resistant and are strong attackers, which makes them valuable when facing dangerous foes. Purple Pikmin are also tough fighters, but since it's difficult to increase their numbers, red Pikmin are easier to manage. Red Pikmin have distinct pointed noses.

Blue Pikmin - Random - A type of Pikmin, which are curious creatures that follow and obey the person who picks them. If you take advantage of this trait, you can get them to help Capt. Olimar and Louie. The blue Pikmin are at home in water and cannot drown. Need to retrieve an object underwater or cross a water hazard to disarm a trap? Blue Pikmin are just the allies you need.

Yellow Pikmin - Random - A type of Pikmin. Take a nutrient- rich pellet to a flying saucer known as an Onion, and it will produce the mysterious beings known as Pikmin. Yellow ones fly higher than other Pikmin when tossed by Olimar or Louie. Unlike other Pikmin, they're also highly resistant to electricity, which makes them invaluable when battling enemies like anode dweevils.

White Pikmin - Random - A type of Pikmin. White Pikmin are resistant to poisons and are themselves toxic to creatures that eat them. Their low weight makes them very speedy, and they can also dig up buried items. White and purple Pikmin do not live inside Onions, so you must change other Pikmin into them by tossing them into ivory candypop buds and violet candypop buds.

Purple Pikmin - Random - A type of Pikmin, much heavier and slower than other Pikmin. When thrown, they impact with such force that they may kill or stun enemies. They're also incredibly strong--one of them can carry an item that normally would require ten Pikmin. While they're more powerful fighters than their red cousins, their slow speed hampers their effectiveness.

Louie - Random - A new Hocotate Freight employee. Louie is responsible for Captain Olimar having to venture back to the Pikmin planet. On his first delivery, Louie was supposedly attacked by a space bunny that devoured his whole lot of pikpik carrots. Pushed to the verge of bankruptcy, Hocotate Freight takes out an enormous loan that Louie and Olimar set out to pay back.

The President - Random- The president of Hocotate Freight. After venturing into space in his youth, he made a shipping company. When it almost collapses after Louie's incident, and Olimar comes back from the Pikmin planet, the president discovers the outstanding value of Olimar's souvenir. He then sends his employees back to collect valuable treasures. His treatment of employees is questionable.

Hocotate Ship - Found in a certain Blue Box in the Subspace Emissary (level just after Olimar & Falcon Meet) A battered old spaceship used when Hocotate Freight first opened. Its appraisal gauge analyzed garbage Olimar brought home and found it to be valuable. With his new ship sold off to pay company debts, Louie and Olimar flew this one back to the Pikmin world to find more treasure. The ship's removable research pod accompanied the adventurers when they ventured underground.

Onions - Random - Items considered to be the places where Pikmin are born. As to the actual biology of the process, much is still unclear. Onions absorb the prey that Pikmin capture and use it to produce new Pikmin. In addition, Onions can take in Pikmin and later release them. These organisms are crowned with distinctive propeller- like sets of leaves that spin around, enabling them to fly.

Creeping Chrysanthemum- Beat Classic Mode with all characters (including the three Pokemon,
Zero-Suit Samus, and Sheik) An enemy flower and a member of the chrysanthemum family that closely resembles the Margaret flower. This flower feeds on prey and, despite being a plant, performs no photosynthesis and exposes no leaves--just flowers on top. It usually stays underground with only its flowers exposed, waiting to jump out and attack. It also uses rootlike legs to walk around.

Red Bulborb - Random - A creature whose Japanese name translates as "spotted crimson bug-eye." These bulky nocturnal animals have white-and-red-flecked rumps that resemble strawberries. Red bulborbs sleep in the day and wake in the evening to feed on small animals. Several colors of bulborb subspecies have been discovered--their classification is a hot subject for scholars.

Empress Bulblax- Random - A member of the grub-dog family, transformed by environmental factors. Due to her ridiculous size, the empress bulblax can no longer walk on her tiny legs. She just wiggles around, rolling from left to right. Although the female continues spawning bulborb larvae, she unfortunately rolls over them with her massive body.

Careening Dirigibug - Random - A dangerous, offensive-minded creature. It uses balloons to keep it afloat as it flies through the air and drops bomb-rocks on ground- bound prey. These bomb-rocks sometimes turn out to be duds, but since the slightest stimulus can set these things off, the utmost care should be taken when dealing with them.

Fiery Blowhog - Random - A member of the blowhog family characterized by its bottle-shaped body and slow, lumbering movement. Skillful in the use of its red snout and able to violently shake off Pikmin, the fiery blowhog is also capable of spitting a volatile phosphorus compound that combusts on contact with air, threatening nearby enemies.

Burrowing Snagret - Random - A member of the snavian family with a birdlike head and a snakelike neck and body. An underground dweller, the snagret makes sudden strikes aboveground to capture surface-dwelling prey. It uses its beak to scoop up daily nutrition and can snatch up three Pikmin at once--a relatively small amount made deadly by its strike speed. No one has ever seen its tail.

Iridescent Flint Beetle - Random - A member of the flint beetle family featuring an iridescent, shining shell that is also prized for its strength. These beetles are packed with nectar and pellets, which they drop when attacked. These can be collected, although the reason for doing so is unknown. Apparently, Pikmin are quite attracted to these beetles--the sight of one will send them running after it.

Wollywog - Random - A member of the amphituber family known to be quite quick witted upon spotting enemies, despite its slow- moving, easygoing nature. Be aware that wollywogs will make aggressive attempts to smash Pikmin. It is believed that the wollywog's whitish coloration is a result of a lack of sunlight over its generations spent in caves.

Swooping Snitchbug - Random - A member of the scarpanid family. Although originally a ground dweller, its oversized antennae developed into wings, allowing it to fly around freely. The snitchbug doesn't eat Pikmin, but rather picks them up, carries them away, and firmly replants them in another location.

Pellets - Clear Target Smash level 2 with 10 characters Items that contain concentrated essence of the Pikmin's home world. This essence is the keystone to all life on the planet. Harvested from pellet grass or flowers, Pikmin can take pellets back to Onions to produce more Pikmin. If the
Onion and the pellet are the same color, it produces more Pikmin. The number on the top of a pellet tells how many Pikmin must carry it.

Animal Crossing Series |Name| How to Unlock

Animal Crossing Boy - Random - The male player character from Animal Crossing. He feels the need to set out on his own and move into town. Chatting with neighbors is a given, but there are a ton of other things to do as well, like collecting furniture, customizing rooms, catching fish and bugs, digging up fossils, etc. He may get bee stung or fall in a pit, but he still has fun.

Sable & Mabel - Random - Sisters who run the Able Sisters tailor shop. Mabel's the younger sibling, the one who deals with customers. Her older sister, Sable, sits at the sewing machine in the back of the shop. Sable's shy and will look slightly miffed if you speak to her. If you drop by to chat with her every day, however, she'll gradually warm up and share some stories with you.

Tom Nook - Collect 1,000 Coins in Coin Matches The owner of the town's only store. He not only helps you find a home when you move in but also gives you a job at his shop. His dream is to expand his business, and as the game progresses, Nook's Cranny becomes Nook 'n' Go, then Nookway, and finally Nookington's. He tends to say "hm" and "yes" quite a bit.

Tortimer - Random - The mayor of the player's town. Usually in his office in the town hall, he emerges on holidays to usher in special festivities. He's a busy fellow who also serves as the record keeper for fishing and bug-catching tournaments. He cuts a very dashing figure in his hat and bow tie. There may be some link between him and Cornimer, who appears at the fall Acorn Festival.

Blathers & Celeste - Random - Blathers, the elder of this pair, is curator of the town museum, and he's in charge of the insect, art, fish, and fossil displays. He's quite knowledgeable and shares what he knows about donations. He's in charge of donated bugs but hates the majority of them. His younger sis, Celeste, is in charge of the museum's observatory. She's cute even with her feathers ruffled.

Pelly & Phyllis - Random - Sisters who work at the town hall, which is open 24 hours a day. The younger Pelly is at the window from 7 a.m. to 10 p.m., while Phyllis has the night shift. Pelly's cheerful and polite manner makes her the model of good customer service. Phyllis, however, is snooty and treats everyone with impatience and disdain. That said, she's very efficient at her job.

Pascal - Random - A sea otter in a knit cap. He'll spout philosophy seemingly littered with hidden meanings: "People study what can and can't be done, but I think they're missing the point, maaannn." He comes and goes via the sea, diving in with perfect form. It's really up to you to decide whether Pascal's ramblings are the results of deep thought or too much time spent chatting with scallops.

Brewster - Random - The proprietor of the Roost, a coffee shop in the basement of the museum. He's very closemouthed, preferring to let the coffee he brews speak for itself. The Roost is also visited from time to time by other residents. If you drop by frequently, Brewster will warm up and begin to engage in conversation.

Dr. Shrunk - Random - A traveling therapist and part-time comedian who helps people learn to show their emotions. He'll share jokes from his comedy routine--he's got a million of 'em, folks--as a way to teach people how to display reactions like anger, laughter, and the like.

Katrina - Random - A mystical fortune-teller who sets up shop outside the town hall at dusk. For a fee of 100 bells, she'll use her tarot cards to tell your daily fortune or to check your compatibility. After telling a fortune, she may slip and say, "Sometimes it is just not meant to be," which is considered taboo among fortune-tellers. This surely means that she is hit or miss.

Blanca - Random- A cat whose face is an empty white canvas for you to draw on. After traveling via Nintendo Wi-Fi Connection, she may appear with a face that someone else drew. Draw a new face, and she'll wander for a bit, then take off for a new town. In Animal Crossing, she would appear on the train between towns. Whether you give her a cute or funny face is up to you.

Copper & Booker - Random - The guards stationed at the town gate through which travelers come and go. Copper, who's on the right, is in charge of traveling via Nintendo WFC, and Booker on the left runs the lost and found. Booker's a cute fellow who's known for his indecisive manner...maybe. Copper's diligent, dedicated, and always ready to lend a helping paw.

Joan- Random - Investments in town are made by buying and selling turnips. Joan's an elderly boar who comes to town every Sunday morning to trade in these valuable vegetables. She's easily recognizable by her bandana, work pants, and the basket she carries on her back. Her down-to- earth speech endears her to all her customers. She's been in the turnip business for 60 years.

Saharah- Random- A trader who comes from afar to deliver merchandise. However, since she always forgets to bring a town map, she needs help making her deliveries. Once you've helped her finish all of her tasks, she'll reward you with a gift. Her unique way of phrasing is part of her exotic charm. It is a fine thing, yes?

K.K. Slider- Collect all Songs A wandering musician. He plays concerts every Saturday night at the Roost in the basement of the museum. All he carries is a single acoustic guitar, but he can play music from all genres. You can request a single tune per concert, and afterward he'll give you a recording of the song to take home. In Animal Crossing: Wild World, his playlist included 70 songs.

Crazy Redd - Random - The owner and proprietor of Crazy Redd's Emporium, which sells furniture acquired on the black market. It's said he's famous in the underworld. He drops by once a week and sets up his tent in front of the town hall. His shop's full of rare items, but the prices are high. It's open until midnight, an hour longer than Tom Nook's place, which pleases night players.

Tommy & Timmy Nook - Random - When Nookway gets remodeled into Nookington's, these twins make their appearance as second-floor salesmen. Tommy's in charge of greeting customers, while Timmy trails along offering support and echoing his older brother's words. Their earnest dedication coupled with their inherent cuteness makes this diminutive duo quite popular.

Katie & Kaitlin - Random - A mother and child who've gotten separated. After you've gone to visit a friend's town, you'll find either Kaitlin, the mom, or Katie, the wayward kitten, in your town. Both will tell you where they came from, and it's then your duty to travel to that town to reunite the family. Once you do, the player whose town Katie was in will get a letter of thanks and a present.

Wendell Random - A famous painter who wanders about with a large rucksack on his back. When he arrives in town, he's so hungry he can barely stand. While you think it's probably a good idea to give him something to eat, it's hard to figure out what that should be. That being said, he looks really hungry and would likely devour anything given to him.

Kapp'n - Get a total of 300 feet combined Swim Distance with all characters A taxi driver in Animal Crossing: Wild World who drives the player into town for the first time. His questions determine the appearance of the player and sometimes come off as a bit rude. In the original Animal Crossing, you could travel to an island by boat. Kapp'n was the guide who ferried the player to that island and is remembered for his unique speech and salty songs.

Gulliver - Get 2,000 total KO's in Brawls An astronaut who travels the galaxy in a UFO. Just as he's returning to his hometown, he passes over your village. You can shoot down his UFO with a slingshot. If you do, Gulliver will ask you to recover the parts of his ship that have been scattered about the land.

Mr. Resetti (Feet) - Random - A character who normally appears from underground to lecture the player. However, he is not always underground--in Animal Crossing: Wild World, he can be found sipping coffee at the Roost if you go at a certain time on a certain day. In the Japanese-only "e+" version, he works at a so-called "Resetti Observation Center" where you can pop in for a visit.

Pitfall - Clear 100-Man Brawl A tricky little item you can bury. Any player who passes over it will drop into a hole. If you land in a pitfall, move the Control Stick quickly back and forth to escape, because until you do, you're completely defenseless. In Animal Crossing, this item also dropped passersby into holes. It was a thrill to bury one and wait for a visiting pal to stumble across it.

Mr. Resetti - Random - A mole wearing a hard hat who'll show up when you restart your game without having saved. He pops up and lets you know in no uncertain terms the importance of saving your game. The problem is, his speeches are entertaining enough to warrant breaking the rules at least once. In Animal Crossing, his brother Don appears too. He's the polar opposite of his sibling.

Game & Watch Series| Name | How to Unlock

Mr. Game & Watch - Clear Classic Mode as Mr. Game & Watch The monochrome hero of the Game & Watch series, a fellow who oozes personality. First appearing in 1980, the series were the original portable game systems. The first games in the series were quite simple, but as time passed, technology evolved. The multiscreen series featured game play on dual screens. As the name states, the games also kept time.

Octopus - Clear All-Star Mode as Mr. Game & Watch Mr. Game & Watch's Final Smash. He turns into the huge cephalopod that made its debut in the Game & Watch game Octopus. Of course, you can damage enemies by running into them, but you can do more damage by pressing the attack button to extend four arms and launch foes. In the original Octopus game, you had to avoid the octopus while salvaging treasure from the sea.

Others| Name | How to Unlock

R.O.B. - Clear Classic Mode as R.O.B. R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985 as an add-on for the Famicom. He could be combined with a "gyro set," etc. for two types of play. The player controlled Professor Hector, the TV emitted light, and R.O.B. responded to the light by moving. At the time, it was epoch- making game play. Recently, R.O.B. appeared in Mario Kart DS.

Diffusion Beam- Clear All-Star Mode as R.O.B. R.O.B.'s Final Smash. He emits a beam from his eyes that spreads across the spectrum and undulates in great variety as it travels. What makes this technique different is R.O.B.'s ability to move while using it. This allows him to use it in combination with his other moves to increase his Final Smash's effectiveness.

Lip's Stick - Random - An item that causes a damage- dealing flower to bloom on people's heads. If you find yourself with a flower on your noggin, start rattling the Control Stick back and forth to shake it off. Some characters can pull off having flower-covered heads in style, while others clearly cannot.

Super Scope - Clear Target Smash Level 1 with all Characters A bazooka-shaped peripheral for the Super Nintendo Entertainment System that was used wirelessly with an infrared sensor placed on top of the television. In Smash Bros., it can be fired rapidly or charged up. In Super Smash Bros. Melee, you could not move while shooting it, but in this game, you can move and jump while blasting!

Unira - Random In Clu Clu Land, the Unira hid gold ingots in an underwater maze, then tried to stop Bubbles from getting them. In Super Smash Bros. Brawl, you can attack an Unira to send it bouncing away. Any fighter it hits will go sprawling. If it hits a wall, it'll bounce back, and if you hit it with a powerful attack, it will transfer the attack to whomever it hits and launch them.

Nintendog - Random - A puppy for you to train on your Nintendo DS. They come in a wide variety of breeds, colors, coat styles, and personalities. You can train them, use dog toys to play with them, and feed them treats to establish a real link with your virtual pet. Other features include the ability to enter your dog in disc-catching contests and agility trials on obstacle courses.

Excitebikes - Collect all Masterpeices - High-performance motocross bikes that handle massive jumps with ease. Using turbo on these beauties gives a speed boost but also causes the engine's internal temperature to rise. Overuse turbo, and the bikes overheat and shut down. The engines can be cooled by running over certain marks on the track. Excitebikes cap off every race with an undeniably awesome wheelie.

Devil - Random - A devil who wields serious power in Devil World. In the game, the devil floats above the maze and commands by pointing. When it gives orders, its cyclopean minions turn cranks that scroll the maze in different directions. When Tamagon, your character in the game, places all the stage's books into a hole, the devil turns into a bat and flies away. It's quite striking, no?

Dr. Wright - Random - A hardworking assistant to the city mayor. He has distinctive hair and spectacles and a dapper moustache. Dr. Wright has a comprehensive knowledge of city government and is happy to give you tips to keep your city running smoothly. In the game, he tracks your city's status and gives you gifts. There was a character reminiscent of him in The Legend of Zelda: Link's Awakening.

Stafy- Clear Target Smash Level 1 with 10 Characters The prince of the kingdom of Tenkai. He's a bit spacey and clumsy, but when he sets his mind to something, he gives it his all. Stafy gets help from his friends Kyorosuke the clam and the wizened Lobjii-san. Stafy sometimes dons a pig suit and throws pork cutlets. In Densetsu No Stafy 3, Stafy meets Wario and goes with him to steal the treasures of the deep.

Little Mac- Random - A lightweight scrapper from the Bronx. After meeting with a former boxing great named Doc Louis who fell from glory, Mac takes Doc on as his coach, and together the pair try for the championship belt in the WVBA. Little Mac works his way up the ranks of the WVBA, taking out foes several times his size. By landing multiple blows, Little Mac gains a "β˜†" uppercut.
Tanks & Infantry Random Units first introduced in Famicom Wars, where they fight battles against enemy forces. Infantry are the least expensive to deploy of all units. They're not too strong, but they move well and can capture property. There are two tank types: tank A, which is expensive but has good mobility and firepower, and tank B, which is cheaper but can change battles with sheer numbers.

Helirin - Random - A unique helicopter that flies with long, slowly rotating wings. If the wings strike walls or obstacles, the Helirin takes damage and loses hearts. The wings normally spin clockwise, but the rotation can be reversed by touching springs. There are many areas that require this technique. The Helirin can be customized by picking up and using a variety of items.
Action Helirins Random Helirins created by Prof. Rabbit. One is a helicopter that can throw punches from its wings to smash things--HELIBOKAAN! Press and hold a button to submerge, then release to surface--HELIBASHAN! Shoot fire left and right from the wings-- HELIBOBOH! Use a spinning ability to create tornadoes--HELIBURUUN! There are also five varieties which shoot in rapid fire--HELIBIBYUUN!

Barbara - Random - The manager of the music store GB Music in Waruwaru Town--her real name is Barbara the Bat. She leads the player through the game, showing her arrogant attitude as she cracks the whip at others but pampers herself. Her little brother's name is Tingtin the Bat. By the way, the "GB" in the name of her store stands for "Great Barbara," NOT "Game Boy."

Ray MK III - Clear Target Smash Level 3 in Under 20 Seconds The custom robo used by the main character. It's the latest Shining Fighter model in the Ray line of robots, which appears throughout the Custom Robo series. The main character switches from his beloved Ray Mk II to this model after his sister and father develop it. This one has a great balance between built-in abilities and ease and depth of available customization.

Isaac - Random - A strong-willed Psynergy adept of the bloodline of an ancient race thought to have been lost with the downfall of civilization. He can manipulate earth-based forces and is also a highly skilled swordsman. He sets out to protect a lighthouse that can release the sealed powers of alchemy. In Smash Bros., he uses "Move" energy, which creates an energy field that pushes foes away.

Saki Amamiya - Random - A member of a rescue group that hunts aliens known as Ruffians that prey on mankind. He's killed by Ruffians, but the advance scout Achi resuscitates him, and he gains remarkable physical prowess and becomes the hunt leader. During a battle, he transforms into a Ruffian, and his companion Airan helps him recover. He's optimistic and copes well with danger.

Jill - Random - A young girl who takes over the leadership of a band of righteous bandits known as the Red Dozers from her injured father. Jill sets out on the Drill Dozer to recover a red diamond stolen by the Skulkers. Jill has great reflexes and rode the Drill Dozer instead of a baby carriage growing up. She has an intense dislike of studying, however.

Stapy- Random - Stafy's younger sister, known for her jumbo pink ribbon, and princess of a floating kingdom. Stapy has a bold nature that contrasts her reserved brother. Though she is younger, Stapy is often the spark that motivates the sometimes spineless Stafy. Only Stapy can perform Wall Jumps, High Hats, and High Hat Spin Jumps. For an unknown reason, Stapy has a Kansai accent.

Mokka - Random - Found by the Will-o'-Wisp Academy principal in a curiosity shop, Mokka is an antique robot remade from old parts. Mokka studies with his classmates despite his sometimes different view of things. Physically strong and tough on defense, Mokka also has a sensor for scanning surroundings. We even see Mokka fall in love, depending on the story line.

Pyrite- Random - A strange little person living inside the stone giant on the earth planet, Erd, in the town of Uponisbak. You can talk to Pyrites and equip them like accessories, but they provide no real benefit in that sense. You can, however, sell them at a shop for a considerable price, proving their worth as a valuable asset when short on cash.

Putty - Random - A living, walking, and talking... bit of putty! Faced with a crisis in Shishkebab Cavern, you can multiply the number of putties. Putties search for the treasure chests scattered across the universe, continuing their quest of collecting Putty Peas. Putties are also known for having a distinctive way of talking.

Warrior Mech Gauss - Random - One of many giant, mechanized, humanoid robots known as MGs (Marionation Gears). This one was created by Augiust of the Wheel Workshop, acclaimed for its development of car-humanoid MGs. It's equipped with the Magic Sword Farsys and the Vortex Ultra Weapon. Prized for its excellence among MGs, the Gauss is a masterpiece mech, craved by aspiring pilots.

HM Mech Rosa - Random - A heavy-class mech able to transform between humanoid and bulldozer forms. The Rosa cannot carry weapons, but it's ideally suited for transporting goods. This MG was developed by the Heavy- Machinery Workshop, founded by Professor Doran and specializing in heavy-machinery MGs like cranes, dump trucks, and mixers. Of course, all transform into humanoid form.

Musketeer Daltania - Clear Target Smash Level 4 with 10 Characters The pinnacle of nonelectronic weapon-wielding MGs. As the lead designer of a workshop that keeps producing MGs that don't rely on modern technology, Kofoo developed the Daltania using traditional mechanics and steam power. Equipped with a sword in the right hand and a flintlock pistol in the left, the Daltania can be taken into battle with confidence.

Custom Robos- Random - Small robots. Custom robos average about 12 inches in height. Battling of custom robos fitted with weapon combos--including guns, bombs, and pods--is a hobby of the future, taking place in a virtual arena called a holosseum. The different customization options allow for many battle strategies. Clearly defined regulations provide for a highly competitive activity.

Jameson & A.I.R.S.- Random - Highly illegal modified robos. The Jameson is based on the Lightning Sky. It and the A.I.R.S., a high- end Ray machine, can transform into fighter jets. The A.I.R.S. was developed for military use and thus cannot be used by all commanders. Both of these robos were available via DS Download Stations in Japan.

Chibi-Robo - Random - A tiny, independently operating robot that helps keep a household happy. Chibi-Robo stands roughly 4 inches tall. The mere sight of the brave Chibi-Robo working to solve the problems of the Sanderson family is awe inspiring. When he lights up red, it's a sign that his battery is nearly gone. If Chibi- Robo doesn't find an outlet to plug in his cord tail, he'll collapse.

Telly Vision - Random - A manager robot that comes with Chibi-Robo when you buy him. Telly can hover through the air using the propeller attached to his head. Unlike Chibi-Robo, Telly can speak the human language. In addition, Telly acts as a motivator of sorts, encouraging Chibi-Robo as he goes about working and gaining Happy Points.

Boulder - Random - An off-road vehicle that races over hills, around bodies of water, and through fields, vying to be first through the goal. While driving, you can pick up power-ups along the way, such as one that lets you power through obstacles at an even faster speed than normal. Along with trucklike vehicles, there are also buggy- and jeep-style vehicles available to race.

Kyle Hyde - Clear All-Star with All Characters A former detective working as a salesman for Red Crown, a door-to- door sales company. Kyle also searches for any trace of his long- lost friend and colleague, Bradley. Although cool and suave, Kyle tends to let himself go in the midst of his obsessive behavior. The Red Crown president's secretary, Rachel, often gives him grief about his destructive habits.

Ashley Robbins - Play 100 Hours of Brawls A black-eyed, unique 13-year-old girl raised by her aunt, Jessica, after her parents disappeared in an accident when she was three. Her father and mother researched biology and memory, respectively. One day, Ashley receives a package from the father she had assumed was long dead. Hoping to meet him, she travels out to Blood Edward Island with Jessica.

Ouendan - Get 400 combined max combos with all characters in Training Mode A cheer squad that appears out of nowhere to help those in need? That's right! These guys jam to the rhythm, providing courage to the needy and showing them the road to success! There are two towns and two teams--Ryuta Ippongi leads the boys in Yuhi, and Hayato Saionji spearheads the effort in Asahi. Right now, somewhere, cheer squads are responding to cries for help.

Elite Beat Agents - Random - Members of a secret governmental agency, characterized by their black suits and sunglasses. Led by Commander Kahn, the agents serve to assist individuals around the world who are in crisis, responding to their cries for help. The groove that resonates from their dances inspires the troubled, helping them overcome their predicaments.


Metal Gear Series |Name| How to Unlock

Solid Snake - Clear Classic Mode as Snake A former member of FOXHOUND with an IQ of 180 and mastery of six languages. He's an infiltration specialist whose ability to carry out missions under any conditions has made him a legend. He's saved the world three timesfrom the threat of bipedal, nuclear-armed mechs called Metal Gear. Currently he's working with the anti-Metal Gear group known as Philanthropy

Grenade Launcher - Clear All-Star Mode as Snake Snake's Final Smash. He grabs a ladder hanging from a helicopter and appears in the foreground, then fires a grenade launcher at foes. The grenades explode on impact and damage anyone in the vicinity. Each clip holds six grenades--empty one, and Snake reloads. He can fire a total of twelve shots, but with such limited time, it's better to shoot 'em all.

Gray Fox - Random - An enigmatic soldier with great physical and combat skills. Calling himself "Deepthroat" and equipped with an enhanced environmental camouflage suit, he dedicated his life to fighting Snake. In a twist of fate, Gray Fox ends up protecting his sworn rival from Metal Gear REX. Long ago, Gray Fox fought Snake in Zanzibarland.

Iroquois Pliskin - Random - A SEAL member who infiltrates the Big Shell to suppress a terrorist group threatening to destroy it. He joins forces with Raiden, a new recruit in the special-forces unit called FOXHOUND. Disguised in order to secretly infiltrate the Big Shell, Pliskin is actually Solid Snake.

Naked Snake - Random - As a member of the special-forces unit FOX, Naked Snake assassinated The Boss and ruined the Shagohod, a Soviet nuclear weapon. Years later, he was used to plant the seeds of Les Enfants Terribles, a project designed to create cloned super soldiers. The three Snakes--Liquid, Solid, and Solidus--were thus born. He would then embrace his name, Big Boss, and duel Solid Snake.

Shagohod - Random - A massive, nuclear-capable tank developed by the Soviet weapons specialist Nikolai Sokolov. In parallel development with the Metal Gear, the Shagohod is selected for military deployment over its rival. The body is made up of two front and two rear sections. The front uses a pair of drills on hydraulic legs to pull the bulky rear section which houses its ballistic missile.

Metal Gear RAY - Random - An amphibious Metal Gear developed by the U.S. Marines. Revisions to the prototype enabled mass production and made it a viable battle weapon with massive firepower and remote operation. Wings and a tail make it look monsterlike, but scarier still is the high-pressure water cannon in its mouth that fires a stream of water that can slice through rock.

Metal Gear REX - Random - A war machine of ruinous power. Metal Gear REX was developed at the weapons company ArmsTech under the eye of Hal "Otacon" Emmerich. It had the ability to launch nuclear warheads from a mounted rail gun. During testing, REX was captured by FOXHOUND, a rogue special-forces unit headed by Liquid Snake, but Solid Snake managed to destroy the machine before calamity ensued.

Gekko - Clear All-Star Mode with 10 Characters A Metal Gear with a pair of animal- like legs. Gekko are mass-produced weapons used in military combat. Its distinctive legs allow Gekko to move at high speed, jump incredible distances, and even cling to walls, giving it unprecedented mobility. Other noteworthy features of this model include prehensile tentacles strong enough to pick up soldiers and its signature deafening roar.

Cypher - Random - An unmanned aerial surveillance vehicle used by the U.S. Army. It uses a fan in the center of its body to hover and a camera on its upper fuselage to monitor from the skies. It has a number of models, including the armed Gun Cypher and the remodeled Cypher II. Its small size and continuous flight ability make it extremely effective in guarding against intruders.

Cardboard Box - Clear Target Smash Level 4 in less than 32 seconds (with any character) A common, run-of-the-mill cardboard box that is somehow very effective at preventing detection by enemies. Hide inside it and enemies will walk on by. But put it somewhere too odd and you'll be discovered. You can move while in the box, but if anyone sees the box moving, you're in trouble. Both Liquid and Solid Snake have a deep affection for cardboard.


Sonic the Hedgehog Series |Name| How to Unlock

Sonic the Hedgehog - Clear Classic Mode as Sonic The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.

Super Sonic - Clear All-Star Mode as Sonic Sonic's Final Smash. The Chaos Emeralds give energy to all living things, and Sonic's gathered all seven of them, then used their power to transform into Super Sonic. His abilities in this form far surpass his normal ones, and he's even able to fly. He uses a lot of energy in this form, so he can only remain in it for a short time.

Shadow - Random - Shadow The Hedgehog is a black hedgehog who resembles Sonic. He was created by Dr. Eggman's grandfather, Gerald Robotnik, to be the ultimate life-form. Not only does he look like Sonic, but he has equal abilities. He has great skill with the space-time warping technique called Chaos Control. To reach his goals, he'll use any means necessary.

Tails - Exceed 30,000 ft. combined walking distance with all characters A friendly fox with two tails whose true name is Miles Prower. He can fly for a limited time by spinning his tails rapidly. Originally impressed by the sight of the speedy Sonic, Tails became his sidekick, rarely leaving his side. To assist Sonic in staying one up on Dr. Eggman, Tails utilizes his knowledge of electrical engineering to create mechanical devices.

Dr. Eggman - Collect 500 Different Stickers A self-proclaimed scientific genius. Dr. Eggman sports an IQ of 300 and wants to conquer the world and build his evil empire of Eggmanland. An expert in his field, Dr. Eggman places robotics over all else in life--a reflection of his selfish personality. He doesn't know when to quit and always comes back for more no matter how many times he is defeated by Sonic.

Knuckles - Random - A powerful red echidna also known by his full name, Knuckles the Echidna. Knuckles resides on Angel Island, where he guards the Master Emerald. Both friend and rival of Sonic, Knuckles is a martial-arts expert who can break through rocks with his spiked fists. In addition, he can climb walls and use the wind to glide through the air.

Amy - Random - A Sonic-obsessed pink hedgehog whose full name is Amy Rose. Amy is Sonic's self-appointed girlfriend. She is almost always optimistic and cheerful, and while she motivates her friends, she also shows aggressive tendencies, like when she uses her massive Piko Piko Hammer. Speaking of which, her hammer's hiding spot remains unknown to this day.

Blaze - Random - A princess from another dimension and guardian of the Sol Emeralds, also known as Blaze The Cat. Blaze is calm but often seems to be dealing with some inner turmoil. She's also extremely hard on herself, and as a result, she comes across as somewhat shy. She learns to open up after meeting Sonic and his crew and can use the Sol Emeralds to become Burning Blaze.

Chao - Random - A type of creature that can absorb and learn skills and traits from other life-forms, adapting its shape as it does. This results in vast variations in appearance, behavior, and personality. Chao are generally very cute, and their mannerisms are pleasant and relaxing. Chao Gardens are a good place to find them, but they also inhabit areas with freshwater.

Cream - Random - A young rabbit who is always accompanied by her Chao friend, Cheese. Once a member of Team Rose, she's a spirited go-getter who always gives it her all. Her polite and courteous manner is thought to be a result of her mother's strict discipline. Cream can use her large ears to fly, and her Chao Attack, where she launches Cheese like a missile, is a powerful weapon.

Jet- Random - A hawk who is the leader of the Babylon Rogues and also goes by the moniker "The Legendary Wind Rider." When it comes to Extreme Gear racing, there is no one better. Jet's extremely competitive and takes tremendous pride in winning, so you know things are going to be exciting when he takes on the speedy Sonic in an Extreme Gear battle.

Silver Clear Target Smash Level 3 with All Characters A hedgehog who traveled back in time to defeat the Iblis Trigger and therefore alter the future. Silver has a positive attitude and a strong sense of justice. He has telekinetic powers that allow him to control physical objects, including abilities to freeze or shock enemies, which he uses to fight for peace and justice.

Errors

On the Lyn trophy, it says that she is 15-years old. In the english Fire Emblem, she's 18-years old, and in the japanese version, she's 15. This has been corrected in the PAL version.
On the Aryll trophy, the description says she has a "Turtle marked Telescope." Her telescope
is actually seagull-marked. This has been corrected in the PAL version.

On the Black Knight trophy, the description says that he is the "wielder of the blessed sword Ettard," when he only wielded this blade in the Japanese version of his origin-game; in America, Ettard was called Alondite. This has been fixed in the PAL version.

On the Dark Samus trophy, the description says, "There are many theories on the origin of Dark Samus, but none are proven." This is not true, because the secret cutscene in Metroid Prime reveals that Dark Samus came from a fusion of Samus' Phazon suit and Metroid Prime's remains.

On the Samus (Dark Suit) trophy, the description says "after defeating Amorbis in the Dark Torvus Temple," when it is actually the Dark Agon Temple, in Metroid Prime 2.
Yoshi's saddle is missing in the Super Dragon trophy.

The Cardboard Box trophy mentions Liquid Snake have interests with the box along with Solid Snake. Although he never was seen using the box in the Metal Gear games, his "father" (Big Boss) has.

On Shadow's trophy, it says he first appeared in Sonic Heroes when it was really Sonic Adventure 2

Many Final Smash trophies, with the exception of Sonic, credit their origin to Super Smash Bros. Brawl, when in fact, many came from their respective games.

The Pit Trophy states that he only appeared in Kid Icarus. He actually appeared in another Kid Icarus game: Kid Icarus: Of Myths and Monsters. This has been corrected in the PAL version.

The Helirin's trophy states that Kuru Kuru Kururin was released in Japan only, whereas it was also released in Europe. It also states that Kuru Kuru Kururin is the only game that it appeard in, when it also appeard in Kururin Paradise an Kururin Squash!. These errors have been fixed in the PAL version.

The Lugia and Ho-Oh trophy state that their last appearence was in Pokemon Crystal when in reality, they were prominent pokemon in Pokemon Colliseum (HO-Oh) and Pokemon XD (Lugia).

Paper Mario, Paper Luigi, Paper Peach, and Paper Bowser are all stated to have only been in
Super Paper Mario, despite there being two Paper Mario titles before this, and these 4 characters have been in both of those games. The Goombella and Toadette trophies also state they are both in 'Paper Mario: The Thousand Year Door'.

The ShellCreeper trophy states it's most recent appearence was in Super Mario Advance but in Super Mario Advance, the Shellcrepper was replaced by the Spiny.

Items [ITEM2]

Returning items


Barrel-The large, rolling Barrel returns as well, and it too changes its look depending on the type of stage it appears on.

Beam Sword- The Beam Sword makes a return to Brawl, the color of the Beam Sword has changed from purple to blue, and it now has a longer range, as seen in the Sonic vs. Link demo video on the stage Lylat Cruise.

Bunny Hood- The Bunny Hood returns from Super Smash Bros. Melee and still makes the character jump higher or run faster.

Capsule- The Capsule makes its return from Super Smash Bros. Melee.

Cloaking Device- The Cloaking Device does not return from Super Smash Bros. Melee, though a similar effect can be chosen during a special brawl

Crate- The large Crate is also back, with a few changes--crates change their look depending on the type of stage they appear on. Sometimes they have wheels on thier bottoms.

Fan- Originating from the Kirby series, the infamous paper Fan has returned.

Fire Flower- The Fire Flower from the Mario series returns again for its third appearance, this time with an appearance more like the original version.

Food- Food is confirmed to return, but what's not known is how many damage points you recover or if there are new food to collect. Seen in the update about Trophies.

Hammer- The regular Hammer also returns from Super Smash Bros. Melee, and still has the chance of becoming a Headless Hammer.

Hammer Head- The Hammer still has the possibility to lose its head to become the Hammer head and be used as a throwing item like in Super Smash Bros. Melee.

Heart Container- Originating from The Legend of Zelda, the Heart Container makes its third appearance in the Smash Bros series. Its appearance has changed to its Twilight Princess model.

Home-Run Bat- The Home-Run Bat once again returns as a confirmed item. Now, it includes unique animations for each character when swung.

Lip's Stick- An item from Panel de Pon, Lip's Stick remains unchanged from Super Smash Bros. Melee and will probably have the same abilities from Super Smash Bros. Melee.

Maxim Tomato- The Maxim Tomato returns for the third time.

Metal Box- An item first seen in Super Mario 64, Metal Box, which made Mario metallic and heavy, comes back from Super Smash Bros. Melee into Brawl with the same abilities

Motion-sensor Bomb- The Motion-sensor Bomb makes a comeback while maintaining its original qualities.

Mr. Saturn- The Mr. Saturn Item has been confirmed to return as an item once again.

Party Ball- The Party Ball has made a rendezvous with us in Brawl, now with the possibility of dropping no items at all.

Poison Mushroom- The Poison Mushroom returns from Super Smash Bros. Melee, though it hasn't been revealed in its own update. This item makes the character smaller. The Item has been confirmed to return in a Demo Match between Sonic & Link.

Pokι Ball- Another returning item, the Pokι Ball releases a random Pokιmon when thrown.

Ray Gun- Returning weapon from two previous games, the Ray Gun shoots green lasers and has high knockback and medium fire state.

Star Rod- The Star Rod from the Kirby series makes its appearance again in Brawl.

Starman- Mario's Starman makes its appearance again in the newest game of the Super Smash Bros. series.

Super Mushroom- The Super Mushroom returns from Super Smash Bros. Melee. This item makes the character bigger.

Super Scope- Returning from Super Smash Bros. Melee, the Super Scope appears relatively unchanged. You can now move while shooting it.

Warp Star- Kirby's Warp Star returns after its appearance in Super Smash Bros. Melee.

New items

Assist Trophy- The Assist Trophy is a new item that releases a random helper character onto the battlefield.

Banana Peel- The Banana Peel is a throwing item that, when stepped on by a character, causes them to slip and fall.

Blast Box- The Blast Box is a specially marked crate that causes a tremendous explosion when hit with enough force or a fire based attack.
Bumper The Bumper, absent from Super Smash Bros. Melee, returns with the added ability to set it in midair.

CD- CD's are a new collectible way to add music to your My Music section. They seem to appear in every game mode, according to Sakurai.
Cracker Launcher The Cracker Launcher is a large shooting item that shoots fireworks. You can move around while shooting it.

Deku Nut- Hailing from The Legend of Zelda series, this item when attacked will put the character into a dizzy state, When thrown at an opponent, the same effect will happen to the opponent.

Dragoon- One of the ultimate racing machines from Kirby's Air Ride, this item is found in three separate pieces. Gathering them all allows the character to fly off the stage, aim at it with a crosshair, and then go zooming by for a near certain One Hit KO.
Franklin Badge The Franklin Badge is an item from the EarthBound series that, when worn, protects characters from projectiles. It's described as being similar to Fox's reflector, but provides automatic protection for as long as it stays on.

Golden Hammer- The Golden Hammer is similar to the regular Hammer that appears in Super Smash Bros. Melee. The Golden Hammer appears on a pedestal when it appears on the stage. The player can increase the speed of the Golden Hammer by tapping the button repeatedly. This also allows the player to float in midair. The Golden Hammer can become a Golden Squeaky Hammer if it malfunctions. The Golden Squeaky Hammer does no damage, no knockback, and you cannot float with it.

Gooey Bomb- The Gooey Bomb is a explosive encased in a gummy goo. that adheres to most things. It's a little different from a Motion sensor Bomb in the sense that it can attach itself not only to the terrain, but also to opponents.

Hothead- An enemy hailing from Super Mario World. When the Hothead is thrown, it sticks to the ground and slides all along the platform, damaging those it touches. Fire and electrical attacks cause it to grow.

Lightning- Hailing from the Mario Kart series, the Lightning Bolt item has the same effect. Upon touching it, everyone but the user is shrunk for a period of time.

Pitfall- The Pitfall is a new item hailing from the Animal Crossing series. It causes foes to be stuck underground.
Sandbag Sandbag Gives items as it gets hit, and flies farther with more damage. Has a limited amount of items.

Smart Bomb- The Smart Bomb from the Star Fox series is a small bomb that, when thrown, creates a huge explosion, similar to Banzai Bill in Princess Peach's Castle. However, there is also a small chance that the bomb does not explode, dealing minimal damage upon impact.

Smash Ball- The Smash Ball is a small, glowing orb that allows the user to activate a Final Smash. The Smash Ball floats around the stage, making it difficult for players to reach it. However, there's a catch. In order to acquire the orb you must attack it enough to have it in your possession. It is not certain this will be a normal item. It can be dropped like a normal item if a player is hit before using it. It can also be destroyed by stage hazards.

Smoke Ball- The Smoke Ball is a new item in Super Smash Bros. It releases smoke and distracts the player's view.

Soccer Ball- Shown on Training Mode, when hit the ball will set on fire and fly diagonaly at the opponent delivering a huge hit.

Spring- Coming from the NES game Super Mario Bros., it does practically exactly what one would think it does. Once stepped on you jump at a tall height. Interestingly, it sometimes falls straight from the sky.

Superspicy Curry- Hailing from the original Kirby's Dream Land, the Superspicy Curry, when grabbed, caused a character to uncontrollably spew flames, even when they attack.

Team Healer- Available only in team battles, this glowing blue orb allows you to heal your teammate. However, it can be thrown at your opponent and heals it as well.

Timer- Grabbing one of these clocks will usually slow everyone down but the person who grabbed it. It may backfire, however, and only slow down the user, or slow down everyone indiscriminatly.

Unira- An enemy from Clu Clu Land, the Unira is a spikey sea urchin that extends its damaging spikes after it is thrown.

Conditional items


Hand Grenade- When Snake uses his Neutral B, Hand Grenade, he creates this item, which, similarly to Link's bombs, can be picked up and thrown before exploding.

Peanut- The Peanut from Diddy Kong's Standard Special Move heals a small percentage of HP when picked up off the ground.

Damaged Power Suit Piece- The damaged pieces of Samus' Power Suit can be picked up and thrown as items after Samus removes her suit during her Final Smash, the Zero Laser.

Bomb- When Link, Young Link, or Toon Link uses his Down B, Bomb, he creates this item, which, similarly to Snake's Hand Grenades, can be picked up and thrown before exploding.

Wario Bike- When Wario uses his Side B, he creates a motorbike. When Wario gets off the bike, any character can pick it up and throw it, although it is a heavy item. Also, it can be broken into pieces, whereas the wheels can get picked up and thrown.

Stages [STAGE2]

Mario Universe

Original
Peach's Castle
Mushroom Kingdom

Melee
Princess Peach's Castle
Rainbow Cruise
Mushroom Kingdom
Mushroom Kingdom II

Brawl
Delfino Plaza
Luigi's Mansion
Mushroomy Kingdom
Mario Bros.
Mario Circuit
Melee Stages- Rainbow Cruise

Donkey Kong universe

Original
Congo Jungle

Melee
Kongo Jungle
Jungle Japes
Past Stages- Congo Jungle

Brawl
Rumble Falls
75m
Melee Stages- Jungle Japes

Legend of Zelda

Original
Hyrule Castle

Melee
Temple
Great Bay

Brawl
Bridge of Eldin
Melee Stages- Temple
Pirate Ship

Yoshi Universe

Original
Yoshi's Story

Melee
Yoshi's Island
Yoshi's Story
Past Stages- Yoshi's Island

Brawl
Yoshi's Island
Melee Stages- Yoshi's Island

Kirby Universe

Original
Dream Land

Melee
Green Greens
Fountain of Dreams
Past Stages- Dream Land

Brawl

Melee Stages- Green Greens
Halberd

Pokemon Universe

Original
Saffron City

Melee
Pokιmon Stadium
Pokι Floats

Brawl
Spear Pillar
Melee Stages- Pokιmon Stadium
Pokιmon Stadium 2

F-Zero Universe

Melee
Mute City
Big Blue

Brawl
Port Town Aero Dive
Melee Stages- Big Blue

Earthbound/Mother universe

Melee
Onett
Fourside

Brawl
Melee Stages- Onett
New Pork City

Fire Emblem universe

Brawl
Castle Siege

Game & Watch universe

Melee
Flat Zone

Brawl
Flat Zone 2

Kid Icaus Universe

Brawl
Skyworld

WarioWare

Brawl
WarioWare, Inc.

Starfox

OriginalSector Z

Melee
Corneria
Venom

Brawl
Lylat Cruise
Melee Stages- Corneria

Metroid

Original
Planet Zebes

Melee
Brinstar
Brinstar Depths

Brawl
Norfair
Frigate Orpheon
Melee Stages- Brinstar

Pikmin

Brawl
Distant Planet

Sonic the Hedgehog

Brawl
Green Hill Zone

Ice Climber

Melee
Icicle Mountain

Brawl
Summit

Metal Gear

Brawl
Shadow Moses Island

Other

Brawl
Pictochat
Smashville
Hanenbow

Unlockables [UNLOK]

Unlockable: Stage Builder Parts
To build your own stages in the game, you must first unlock the parts necessary to build these stages. They come in three droves, and can be unlocked via the methods below.

Edit Parts A - Play ten times on stages you built
Edit Parts B - Build at least five stages
Edit Parts C - Build at least fifteen stages

Submitted by GreenLink

Unlockable: All-Star Mode
To unlock All-Star Mode, you must have all thirty-five characters unlocked on your roster.
Submitted by smilyguy101

Unlockable: Sheik
Unlocking Sheik is easy. To play as her, select Zelda at the character select screen while holding A. Don't let go of A until the match begins, and Zelda will automatically transform into Sheik.
Submitted by smilyguy101

Unlockable: Boss Battle Mode
To unlock Boss Battle Mode, complete The Subspace Emissary (known also as Adventure Mode) as well as Classic Mode.
Submitted by smilyguy101

Unlockable: Stages
To unlock the stages below, fulfill the requirement listed.

75m - Play as DK 20 times
Big Blue (Melee) - Play as Captain Falcon 10 times
Flat Zone 2 - Unlock Mr. Game & Watch
Green Greens (Melee) - Play as Kirby 20 times
Green Hill Zone - Unlock Sonic
Hanenbow - Complete Event Match #28
Jungle Japes (Melee) - Fight in VS. Mode 10 times
Luigi's Mansion - Fight with Luigi in VS. Mode 3 times
Mario Bros. - Complete Event Match #19
Pirate Ship - Unlock Toon Link
Pokιmon Stadium (Melee) - Fight in Pokιmon Stadium 2 10 times in VS. Mode
Spear Pillar - Complete Event Match #25

Corrections from SmashBros.com
Submitted by smilyguy101

Unlockable: Virtual Console Trials
You can unlock Virtual Console trials of old classic Nintendo games by fulfilling the requirements listed.

Donkey Kong - Play SSBB for ten hours
F-Zero - Find Captain Falcon in Subspace Emissary
Super Mario Bros. 2 (USA) - Win with Peach in VS. mode five times
Super Mario World - Play on Yoshi's Island's stage three times
The Legend of Zelda - Play as Toon Link ten times

Corrections from SmashBros.com
Submitted by smilyguy101

Unlockable: Target Tests
You can unlock the following Target Tests by completing Target Smash!! challenges on the levels listed while playing Classic Mode.

Hard Difficulty - Level 3
Intense Difficulty - Level 5
Medium Difficulty - Level 2
Very Hard Difficulty - Level 4
Corrections from SmashBros.com
Submitted by smilyguy101

Unlockable: Single Player Events
To unlock the following single player events, fulfill the requirement listed.

Events #1-#10 - Automatically unlocked
Events #11-#20 - Beat at least seven events
Events #21-#28 - Clear eighteen events and unlock Captain Falcon, Lucario, Luigi, Marth, Ness and R.O.B.
Events #29-#40 - Unlock all thirty-five characters and clear twenty events
Event #41 - Beat all forty previous events
Corrections from SmashBros.com
Submitted by OrchidPrime

Unlockable: Multi-Player Events
To unlock the following multi-player events, fulfill the requirement listed.

Events #1-#8 - Automatically unlocked
Events #9-#13 - Unlock Captain Falcon, Lucario, Luigi, Marth, Ness and R.O.B.
Events #14-#20 - Unlock all characters and beat any ten multi-player events
Event #21 - Beat all twenty previous multi-player events
Corrections from SmashBros.com
Submitted by OrchidPrime

Unlockable: Music
Below are a list of musical tracks that can be unlocked in the game. On the left, you will find the name of the song in question, while to the right of each title, the method in which songs are unlocked is listed.
Additions by OrchidPrime.

3D Hot Rally Title - Complete Target Level 5
Ai no Uta - Get a combined distance of 37,500 in Home Run Contest
Clu Clu Land - Hit a home run of at least 1,200 feet during a Home Run Contest
Dream Chaser - Play ten VS. matches on Port Town
Excite Truck - Complete Target Level 2 in under nineteen seconds
Fire Field - Complete Event Match #24
Frozen Hillside - Play ten VS. matches on Halberd
Great Temple - Complete Event Match #33 on difficult difficulty
HIS WORLD - Play ten VS. matches on Green Hill Zone
Icicle Mountain - Complete Classic Mode on normal difficulty
Ike's Theme - Find Ike in the Subspace Emissary
King Dedede's Theme - Complete Event Match #15
Legendary Air Rider Machine - Complete Event Match #13
Mach Rider - Defeat fifty enemies in Endless Multi-Man Brawl
Menu 2 - Unlock all thirty-five characters
Metroid Ending - Play ten VS. matches on Norfair
Metroid Prime 2 - Play ten VS. matches on Frigate Orpheon
Mountain Forest - Complete Event Match #18 on difficult
Multi Man Melee - Beat a 100-person brawl in four minutes
O² - Gather at least 5,000 Coins during Coin Matches
Pokιmon Center - Acquire 200 different stickers
Power-Hungry Fool - Play ten VS. matches on Castle Siege
Princess' Castle - Unlock all stages from SSB Melee
Road to Viridian City - Complete Event Match #8
Snake Eater - Play fifteen VS. matches on Shadow Moses Island
Song of Storms - Complete Event Match #37
Staff Credits - Complete Classic Mode on hard difficulty
Star Fox Assault Theme - Complete Event Match #38 on hard difficulty
Star Wolf - Complete Event Match #38
Super Mario 64 Theme - Play VS. mode for fifty hours
Super Mario Underwater - Play ten VS. matches on Mario Bros.
Tal Tal Heights - Complete All-Star Mode on easy difficulty
Corrections from SmashBros.com
Submitted by smilyguy101
Unlockable: Random Stage Exclusion
After you've managed to unlock each and every stage in the game (there are forty), you gain the ability to exclude stages from the random stage selector that you don't want to play on.
Submitted by MSmith2004
Unlockable: More Rules
Once you've managed to get 200 KO's in Brawl, you'll unlock "More Rules" for the game, which can be found at the bottom of the rules screen.
Submitted by MSmith2004
Unlockable: Alternate Mushroomy Kingdom Stage
There's a stage in the game known as Mushroomy Kingdom. However, there's an alternate version of the stage that will appear at random. If you want to force the game to choose the alternate version of the stage, hold down the R or L buttons (on the GameCube or Classic controllers) or the B button (on the Wii remote) while selecting Mushroomy Kingdom. After the match begins, you can release the button. If done properly, you'll find yourself not in Mushroomy Kingdom, but in an entirely different stage.
Additionally, if you want the "1-1" version of the stage (the original version), hold down X or Y on the GameCube controller to force the game to choose it.
Submitted by wiigamerkyle

Unlockable: Hidden Characters
To unlock the characters below, fulfill the requirement listed. If there is a number in parenthesis next to a character, such as "(160)", this signifies that you can also unlock this character simply by playing that many matches in VS. mode. All characters can be unlocked by meeting them in the Subspace Emissary, as well. Keep in mind that you must defeat the unlocked character in a battle to retain him on the roster permanently.

Captain Falcon - Complete Classic Mode in twelve minutes or less. (70)
Falco - Complete 100-Man Brawl. (50)
Ganondorf - Complete Classic Mode on Hard difficulty using either Zelda or Link. (200)
Jigglypuff - Complete Classic Mode or complete Event Match #20. (350)
Lucario - Using Meta Knight, defeat Lucario in Adventure Mode. Or, complete five Target Tests. (100)
Luigi - Complete Classic Mode using no continues. (22)
Marth - Complete Classic Mode. (10)
Mr. Game & Watch - Complete Target Smash with 30 different characters. (250)
Ness - Reflect ten projectiles in battle. (5)
R.O.B. - Get 250 different trophies. (160)
Snake - Play fifteen matches on Shadow Moses Island. (130)
Sonic - Complete Classic Mode with ten different characters or brawl for ten total hours. (300)
Toon Link - Clear Subspace Emissary and then clear classic mode with anyone. (400)
Wolf - Clear Supspace Emissary, and then complete Boss Battle Mode using Fox or Falco. (450)
Corrections from SmashBros.com
Submitted by smilyguy101

Unlockable: Assist Trophies
Here is a list of the assist trophies in the game and how they are unlocked.

Barbara - Unlock 25 songs
Custom Robo - Fight in 100 Brawls
Gray Fox - Unlock Snake
Infantry & Tanks - Fight in 300 Brawls
Issac - Fight in 200 Brawls
Shadow the Hedgehog - Unlock Sonic
Submitted by SmashBros.com

Unlockable: Rare Stickers
Here is a list of the rarer stickers in the game and how they are unlocked.

Boo - Hit a homerun of at least 900 feet in Home-Run Contest
Liquid Snake - Defeat ten enemies in Cruel Brawl
Phyllis - Clear All-Star Mode on Normal Difficulty
Running Chibi-Robo - Clear Classic Mode on Easy Difficulty
Ryuta Ippongi - Clear 100 Man Brawl in under 210 seconds
Submitted by SmashBros.com

Unlockable: Sound Test Additions
To add the following sound effects to the in-game sound test, fulfil the requirement listed.

Assist Trophies 3 - Collect each Assist Trophy
Characters - Unlock characters
Fanfare - Unlock every character
Kirby's Copy Abilities - Unlock every character
Narration - Unlock All-Star Mode and Boss Battle Mode
Stages - Unlock stages
Subspace Enemies and Bosses - Complete the Subspace Emissary
Submitted by SmashBros.com
Unlockable: Zero Suit Samus
There are two methods to acquiring Zero Suit Samus. The first and easiest method is to hold down the R button (on the GameCube or Classic controllers) or the minus button (on the Wiimote) from the stage select screen. Hold down R, select Samus, select your stage, and then release the R button. You should start the battle not as "armored" Samus, but Zero Suit Samus.

The other method is if you decide to start the battle as regular Samus. You can switch to Zero Suit Samus by quickly pressing up and down repeatedly extremely fast on the d-pad. This is difficult to do, and can't be done on the Wiimote (since the A button only provides one taunt, and there's no other equivalent). If you do this, keep in mind that you can't switch back during the battle to regular "armored" Samus.

Submitted by IGN Guides
Hint: Character Selection
After choosing your character on the character select screen, you can mess around with the characters, which most people know. You can select varying colors for each character and the like. However, there are two characters who have more important character selection options -- Princess Zelda and Pokιmon Trainer. For these two characters, you can do more than just select colors. For Zelda, you can choose to start as Zelda or Shiek (simply press one or the other). For Pokιmon Trainer, you can select which of his three Pokιmon he'll start the battle with.

Submitted by Tattletale1
Hint: Easy Character Unlocking
Here's a great way to unlock all of the characters in the game rather effortlessly. It should only take around two hours. Since all of the hidden characters can be unlocked in some way via Brawling (versus mode), you can slant the mode in your favor to do rack up Brawls quickly and effortlessly.

Start by selecting the Special Match mode. Set it to Stamina and Flower modes, and on the character selection screen give the CPU 1 health and your character anything over that amount. (Make sure it's on 1 Life Stock mode). Set the map, at least until you unlock Snake, to Shadow Moses Island. Play with these rules for about two hours and you'll rack up 500 matches in Brawl, more than enough needed to unlock all of the characters. Just remember -- you have to beat the character you're trying to unlock!

Submitted by Chas Taylor
Hint: Subspace Emissary 100% Cleared Stage
Want to know if a stage in Subspace Emissary is completely looted/cleared/explored? Check the little green flag on the stage. If there is a green flag on the stage, that means you have not completely explored it for 100%.

Hint: Easy Character Unlocking II
If you're in a hurry to just get all the characters out and about, use this method:

1. Special Brawl
2. Stamina to lowest percentage
3. Flower on head
4. Keep pressing start whilst sitting at computer.
You'll have 500 matches in no time and should unlock everyone on the character roster. As a rough indication on how long it takes, I got everyone in less than hour using this method. So for anybody with an hour to spare, this is a great way to do it. Alternately, you could play the mediocre Subspace Emissary, but it's up to you.

Submitted by Mistle
Hint: 1000 And 5000 Coin Challenge
I see people who still haven't got this challenge completed, so I offer my tips to help you save a golden hammer or two.

Build a stage with platforms directly spikes, set a coin match up for maybe 10 minutes or so, then drop the characters down onto the spikes so they keep bouncing straight up and down between the spikes and platforms.

I managed to get roughly 22,000 coins in 15 minutes using two Sheiks because she seemed to fall faster than Marth.

Submitted by AnjelikLies
Hint: CD and Sticker Farming
You can turn off all items except the Homerun Contest Sandbag (Punching Bag w/ eyes) and use a custom stage with a conveyor belt and solid block to constantly spawn stickers and CDs (Brawl Mode).

Submitted by jldissel
Hint: Rare Pokιmon Appearances
There are three rare Pokιmon in the game that will appear out of Pokι Balls in battle once in every 493 throws (on average). That's about 0.2% of the time. They are Celebi, Jirachi, and Mew.

Submitted by SmashBros.com
Easter Egg: Snake's Codec
Here's a really interesting feature to the game that can only be executed by Snake while playing on his stage, Shadow Moses Island. If you have your taunts set to the d-pad on either the Gamecube controller or the Wii controller, press down on the d-pad repeatedly. This must be done extremely fast.

If executed properly, Snake will take a knee and get on his Codec, where he'll speak with familiar characters from the Metal Gear Solid series, including Otacon, Colonel Campbell, and the like. You'll have a completely unique, often humorous conversation with the person on the other end of the Codec depending on who you're fighting. That's right -- there are completely unique conversations for each character, including character variants (Shiek, Zero Suit Samus, the various Pokιmon). Give it a try!

Additionally, if Snake is killed when using the Codec, another interesting sequence occurs.

Submitted by IGN Guides
Easter Egg: Star Fox Conversations
If you're playing on Lylat Cruise with two of the three characters from the Star Fox series (Fox, Falco, or Wolf), you can have a conversation between characters. Press down repeatedly on the d-pad (so long as your taunts are mapped to the d-pad) during the battle, and the conversation should occur. This can only happen on the Lylat Cruise stage, and only with two of the three characters from the Star Fox series on that stage at one time.

Update: The Star Fox conversations can also occur on the old Melee stage Corneria. (Submitted by modesta106)

Submitted by IGN Guides

Unlockable: Rare Trophies
To unlock the rarer trophies listed below, fulfill the requirement listed.

Ancient Minister - Complete the Subspace Emissary
Apples - Clear Target Smash Level One
Ashley Robbins - Play one hundred hours of Brawl
Ashnard - Clear Target Smash Level Three with ten characters
Baby Peach - Acquire any five-hundred trophies
Ballyhoo & Big Top - Unlock any seventy-five songs
Banana Peel - Get ten max combos in Training Mode
Birdo - Clear All-Star Mode on Hard difficulty
Blast Box - Clear Target Smash Level Two with every character
Blue Alloy - Clear the 100-Man Brawl with every character
Bumper - Hit 15,000 total feet in Home Run Contest Mode
Cardboard Box - Clear Target Smash Level Four in under thirty-two seconds
Combo Cannon - Clear Target Smash Level Five un under thirty seconds
Cracker Launcher - Get 1,000 KOs in Brawl
Creeping Chrysanthemum - Collect every character's trophy
Crazy Hand - Clear Classic Mode on Intense difficulty
Dark Cannon - Clear Boss Battle Mode on Hard difficulty
Dr. Eggman - Collect any five hundred different stickers
Dyna Blade - Clear All-Star Mode on Very Hard difficulty
Excitebikes - Collect every masterpiece demo
Franklin Badge - Find Ness in Subspace Emissary
Galleom (Tank Form) - Clearr Boss Battle Mode on Intense difficulty
Gekko - Clear All-Star Mode with any ten characters
Golden Hammer - Hit 45,000 total feet in Home Run Contest Mode
Gray Fox - Clear Target Smash Level Five with every character
Green Alloy - Survive a fifteen minute Brawl
Gulliver - Get 2,000 KOs in Brawl
Halberd - Clear Event #3
Hocotate Ship - Find in Subspace Emissary stage Outer Ancient Ruins
Home-Run Bat - Hit at least 1,500 feet in Home Run Contest Mode
Jyk - Clear Boss Battle Mode with any twenty characters
K.K. Slider - Collect every song
Kapp'n - Reach 300 feet of swimming distance with all characters
King K. Rool - Clear Target Smash Level Four with every character
Kyle Hyde - Clear All-Star Mode with every character
Master Hand - Clear Classic Mode with any twenty characters
Mewtwo - Clear All-Star Mode on Intense difficulty
Musketeer Daltania - Clear Target Smash Level Four with any ten characters
Ouendan - Get four hundred combined max combos with every character in Training Mode
Outset Link - Clear Target Smash Level Five with any ten characters
Palutena - Clear Event #4
Palutena's Bow - Clear Target Smash Level One in under fifteen seconds
Paper Mario - Clear Classic Mode with every character
Party Ball - Play five hundred hours of Brawl
Peanut Popgun - Clear Target Smash Level Two
Pellets - Clear Target Smash Level Two with ten characters
Pichu - Clear All-Star Mode without using continues
Pitfall - Clear the 100-Man Brawl
Plusle & Minun - Collect every character's final smash trophy
Porky Statue - Clear Boss Battle Mode on Very Hard difficulty
Ray MK III - Clear Target Smash Level Three in under twenty seconds
Red Alloy - Defeat five enemies in Cruel Brawl Mode
Red Pikmin - Clear Event #14
Rocketbarrel Pack - Clear Target Smash Level Four
Sandbag - Use every character in Home Run Contest Mode
Shadow Bugs - Clear Boss Battle Mode on Normal difficulty
Shy Guy - Hit 30,000 total feet in Home Run Contest Mode
Silver - Clear Target Smash Level Three with every character
Smash Coins - Play ten Coin Matches
Stafy - Clear Target Smash Level One with any ten characters
Stickers - Collect every sticker
Striker Mario - Defeat Classic Mode on Very Hard difficulty
Subspace Bomb - Clear Boss Battle Mode on Easy difficulty
Subspace Gunship - Clear Boss Battle Mode with any ten characters
Super Scope - Clear Target Smash Level One with every character
Tabuu (Wings) - Clear Boss Battle Mode with every character
Tails - Reach 30,000 feet of walking with all characters
Timer - Play thirty hours of Brawl
Tom Nook - Collect 1,000 coins in Coin Matches
Walky - Unlock any fifty songs
Wario Bike - Clear Target Smash Level Three
Xananab - Hit 24,000 total feet in Home Run Contest Mode
Yellow Alloy - Defeat one-hundred enemies in Endless Brawl Mode


Submitted by SmashBros.com

Unlockable: CDs and More Music
Most of the songs listed below can be unlocked randomly as CDs are found during the course of your experience with the game. But many are unlocked in different ways. The extensive list below shows all of the songs in the game and how they are found.

25m BGM - Unlock the 75m stage
2:00AM - Unlocked via CD
Aboveground Theme 2 (SMB) - Unlocked via CD
Airship Theme (SMB) - Unlock the Luigi Mansion's stage
All-Star Rest Area - Clear All-Star Mode
Angel Island Zone - Unlock the Green Hill Zone stage
Area 6 Ver. 2 - Unlocked via CD
Battle Scene/Final Boss - Unlocked via CD
Battle Theme (Melee) - Unlock the Pokιmon Stadium stage
Big Blue (Melee) - Unlock the Big Blue stage
Boss Battle Song 2 - Clear the Subspace Emissary
Boss Battles - Clear Classic Mode, All-Star Mode, and the Subspace Emissary
Bramble Blast - Unlocked via CD
Break Through the Ice - Unlocked via CD
Brinstar Depths (Melee) - Unlocked via CD
Calling to the Night - Unlocked via CD
Car Select - Unlocked via CD
Castle/Boss Fortress (SMB) - Unlock the Luigi Mansion stage
Charge! (Wii Play) - Unlocked via CD
Chill (Dr. Mario) - Unlock the Flat Zone 2 stage
Corneria - Unlocked via CD
Credits - Clear the Subspace Emissary
Dialga/Palkia Battle at Spear Pillar! - Unlock the Spear Pillar stage
Donkey Kong - Unlock the 75m stage
Douchuumen - Unlock the Mario Bros. stage
Dragon Roost Island - Unlock the Pirate Ship stage
Emerald Hill Zone - Unlock the Green Hill Zone stage
Famicom Medley - Unlock the Mario Bros. stage
Final Destination (Melee) - Unlocked via CD
Flat Zone (Melee) - Unlock the Flat Zone 2 stage
Flat Zone 2 - Unlock the Flat Zone 2 stage
Flower Field - Unlocked via CD
Fountain of Dreams (Melee) - Unlock the Green Greens stage
Gerudo Valley - Unlock the Pirate Ship stage
Giga Bowser (Melee) - Unlocked via CD
Golden Forest (1080) - Unlocked via CD
Green Greens (Melee) - Unlock the Green Greens stage
Green Hill Zone - Unlock the Green Hill Zone stage
Gyromite - Unlock the Mario Bros. stage
Jungle Japes (Melee) - Unlock the Jungle Japes stage
Kong Jungle (Melee) - Unlock the Jungle Japes stage
Lip's Theme - Unlocked via CD
Live & Learn - Unlock the Green Hill Zone stage
Luigi's Mansion Theme - Unlock the Luigi's Mansion stage
Main Theme (SMB) - Unlocked via CD
Mario Bros. - Unlock the Mario Bros. stage
Menu (Melee) - Unlocked via CD
Midna's Lament - Unlocked via CD
Mii Channel - Unlocked via CD
Mike's Song - Unlocked via CD
Mike's Song (Japanese) - Unlocked via CD
Molgera Battle - Unlock the Pirate Ship stage
Mother 2 (Melee) - Unlocked via CD
Mother 3 Love Theme - Unlocked via CD
Mute City (Melee) - Unlock the Big Blue stage
Norfair - Unlocked via CD
Open Your Heart - Unlock the Green Hill Zone stage
Opening (Donkey Kong) - Unlock the 75m stage
Opening (Melee) - Unlocked via CD
Planet Colors - Unlocked via CD
Pokι Floats (Melee) - Unlock the Green Greens stage
Pokιmon Stadium (Melee) - Unlock the Pokιmon Stadium stage
Power-Up Music - Unlock the Mario Bros. stage
Rainbow Road - Unlocked via CD
Ricco Harbor - Unlocked via CD
Right There, Ride On - Unlock the Green Hill Zone stage
Route 209 - Unlock the Spear Pillar stage
Scrap Brain Zone - Unlock the Green Hill Zone stage
Seven Rings in Hand - Unlock the Green Hill Zone stage
Shaberu! DS Cooking Navi - Unlocked via CD
Shadow Dragon Medley - Unlocked via CD
Snowman - Unlocked via CD
Sonic Boom - Unlock the Green Hill Zone stage
Sonic Heroes - Unlock the Green Hill Zone stage
Squeak Squad Theme - Unlocked via CD
Step: Subspace - Clear the Subspace Emissary
Step: Subspace Ver. 2 - Clear the Subspace Emissary
Step: Subspace Ver. 3 - Clear the Subspace Emissary
Super Mario Bros. 3 (Melee) - Unlocked via CD
Super Sonic Racing - Unlock the Green Hill Zone stage
Tane no Uta - Unlocked via CD
Team Galactic Battle! - Unlock the Spear Pillar stage
Termina Field - Unlock the Pirate Ship stage
Tetris: Type A - Unlock the Luigi Mansion's stage
Tetris: Type B - Unlock the Luigi's Mansion stage
The Great Sea - Unlock the Pirate Ship stage
The Hidden Village - Unlocked via CD
Theme of Solid Snake - Unlocked via CD
Title (Kid Icarus) - Unlocked via CD
Title (LoZ) - Unlocked via CD
Tunnel Scene - Unlocked via CD
Underground Theme (SMB) - Unlocked via CD
Venom (Melee) - Unlocked via CD
Victory is Near - Unlocked via CD
Victory Road - Unlock the Spear Pillare stage
Village of the Blue Maiden - Unlock the Pirate Ship stage
VS. Marx - Unlocked via CD
VS. Parasite Queen - Unlocked via CD
Wii Shop Channel - Unlocked via CD
Wild Pokιmon Battle! (P:D/P) - Unlock the Spear Pillar stage
Winning Road - Roy's Hope - Unlocked via CD
You Call This a Utopia?! - Unlocked via CD

MODES:
Stage Builder [STGB]

The Stage Builder is a feature in Super Smash Bros. Brawl that allows players to create their own custom stages. First, select the size of the stage, which can be small, medium, or large. Then, pick one of three pre-made backgrounds and a music piece to play on it. The music must come from the game, and you must have unlocked the music to use it. Then, set the terrain. There are different structures and building materials the player can use depending on the background chosen earlier. There are three different sizes for each of the structures, also. The player, however, is limited in the number of parts they can use per stage. Each piece used will use up so much memory for the map, and some pieces take up more memory than others. Once ready, the player can test the stage through the editor, than switch back to the editing screen if they want to make any more changes. The player can send one stage per day to Nintendo. In addition, Nintendo will offer a "stage of the day" that players can battle on for one day only. The player can also send stages to your friends, and they are compatible with SD cards. The player can only have as many custom stages as however much room you have in your internal Wii memory and SD card.
Types of parts the player can use in this mode range from standard pieces, like blocks and ramps and stairs, to structures, like trees and mushrooms and rock arches, to features, like the Drop Blocks, which begin falling if stepped on long enough. Drop Blocks eventually respawn, and can only be activated from above, making it possible to make one-way doors of a sort. However, drop blocks will drop if items are spawned on them. To get the true effect of a one-way door, one must turn off items.
In addition, this mode comes packed with interactive terrain objects. For example, players can make platforms that will move up or down, or side-to-side. This will create many options for map makers. There are also "traps," like spikes for example, that can be implemented into the map. Ultimately, in this mode you are limited by the player's own level of creativity (and memory usage). Many people have even modeled stages after Super Smash Bros. (Nintendo 64) and Super Smash Bros. Melee stages.
The Stage Builder is often used to get CDs and stickers. This is known as the CD Factory.

Nintendo Wi-Fi [WIFI]
Nintendo Wi-Fi Connection, aka NWFC or WFC, is a service from Nintendo that allows for Nintendo Wii and Nintendo DS games and applications to connect to the Internet. Super Smash Bros. Brawl is one of the many games that can use the WFC to brawl online with friends or random opponents, send Snapshots, Replays.

Multiplayer
Wi-Fi Multiplayer is a feature of SSBB. There are two types: "With Friends" or "With Anyone". "With Friends" is with people that you have exchanged Friend Codes with. You may send various pre-inputed stings of text by pressing it's respective direction on the D-pad, which will combine your text message with your taunt. You may also set your name. "With Anyone" has the same online functionality, only you may not send text or show your name (concealing your identity in this mode). There are no records kept in the "With Anyone" mode. Each player will have 45 seconds to choose their character for the match, and vote for a stage of desire. It will cost one coin to place a vote, while it is free to select a random stage. While searching for opponents and waiting for them to select their characters/stages, a player can practice on Sandbag. Since you can't actually see what selections the other players are making, co-ordinating With Friends Team Battles can be difficult. The game also does not force you to change outfits when two players chose the same character and same colour change. Instead, the second player is simply a lighter shade than the other, similar to what happens when the same character is on the same team.

Errors

20100: Cannot connect to Internet (after connecting to access point)
61010: Cannot connect to access point
86420: Internet connection goes down while waiting for players to join a match (Open ports on your router to reduce this)
50299: Cannot connect to Internet.

Classic Mode [CLASS]

Classic Mode is a mode in Super Smash Bros. Melee and Super Smash Bros. Brawl that serves as the successor to the 1P Game in Super Smash Bros. The two modes are virtually identical in order; however, certain changes have been made. In the original, the player fought in a predetermined order: the player would always fight a specific character at a certain stage in a fixed order under static conditions). In Melee, randomization elements were introduced - the battles and the order in which they are take place are, for the most part, completely random (other than the basic layout, which is elaborated upon in the below section). Additionally, the Board the Platforms bonus game has been removed, instead replaced by Snag the Trophies. Interestingly, Classic Mode (in Melee) is actually shorter than the 1P Game in the original.

Battle types
Classic Mode introduces different types of battles as the player progresses. In Melee, there are is one type of each battle in a set stage while in Brawl there are multiple special battles fought randomly in each stage.

Regular battle
In a regular battle, the player engages in a one on one battle with another character. These type of battles are the most common type of battle in Melee and Brawl. The opponent is usually chosen at random and is battled on their home stage.

Team battle
In a team battle, the player pairs up with a computer ally and battles two other computer opponents. The opponents and ally are chosen at random in Melee, while characters of the same series usually team up in Brawl. The battle is usually fought on one of the opposing characters home stage. The higher the difficulty, the less reliable the ally will be.

Giant battle
In a giant battle, the player pairs up with at least two allies and battles a giant character. The giant character will have the same attributes as a character with under the effects of a Super Mushroom, however the enlarged size will last the whole battle. The giant character can usually sustain more damage and has more powerful attacks, but their jump is distance is reduced and they become a bigger target. The higher the difficulty is, the less reliable the computer allies will be. In Brawl, the player may have one computer ally or none at all.

Multi-man battle
In a multi-man battle, the player fights ten copies of another character. The opponent team will attack in groups of three, but their weight is lighter than their normal version.

Metal battle
In a metal battle, the player faces an opposing computer player under the effects that are similar to the Metal Box. A metal character can sustain more damage and are less likely to flinch with more powerful attacks. However, their falling speed is increased and running speed reduced. In Melee, a metal battle is always fought on the Battlefield stage with no items appearing at all. In Brawl, however, the metal battles are chosen at random by series and items are present.

1-on-3 battle
This battle only appears in Brawl. In this battle, the player must fight 3 random characters (the 3 characters that weren't in the other battles) on the Final Destination stage. However, the friendly fire is turned on, so your opponents will damage each other. The music played in this battle is Opening (Super Smash Bros. Melee).

Final battle
In a final battle, the players faces Master Hand/and Crazy Hand on the Final Destination stage when one player reaches the final stage in this mode on normal or higher in under 15 minutes and hard or above in 9 minutes or less in Brawl without continuing. However, no items will appear in this battle. Master Hand and Crazy Hand both have certain number of hit points depending on the difficulty you chose that must be depleted to clear this mode.

In Super Smash Bros. Brawl

Classic Mode Layout

Level 1 - The Legend of Zelda (Link, Zelda/Sheik, Ganondorf, and Toon Link (Team or Normal) (Bridge of Eldin or Pirate Ship)

Level 2 - Yoshi (Yoshi) or DK (Donkey Kong and Diddy Kong) (Minor Mario Characters) (Giant (2 Donkey Kong allies, Yoshi), Team (Donkey Kong), or Normal) (Yoshi's Island (Yoshi), Rumble Falls or 75m (Donkey Kong))

Level 3 - Pokιmon (Pikachu, Jigglypuff, Pokιmon Trainer, and Lucario) (Giant (1 ally), Team, or Normal) (Pokιmon Stadium 2 or Spear Pillar)

Level 4 - Fire Emblem (Ike and Marth) or EarthBound (Lucas and Ness (Games known in Japan) (Giant (1 ally), Team, Multi, or Normal) (Castle Siege (Fire Emblem) or New Pork City (EarthBound))
Target Smash!! (same level as the chosen difficulty)

Level 5 - Kirby series (Kirby, King Dedede, and Meta Knight) (Giant (1 ally), Team, Multi, or Normal) (Halberd)

Level 6 - Metroid (Samus/Zero Suit Samus) or Pikmin (Olimar) (Gamecube hits) (Giant (no allies), Multi, Metal, or Normal) (Norfair or Frigate Orpheon (Metroid), Distant Planet (Pikmin)

Level 7 - Star Fox (Fox, Falco, Wolf) or F-Zero (Captain Falcon) (N64 hits) (Giant (no allies), Team (Star Fox), Multi, Metal, or Normal) (Lylat Cruise (Star Fox), Port Town Aero Dive (F-Zero))

Level 8 - Mario series (Mario, Luigi, Peach, Bowser) (Giant (no allies), Team, Multi, Metal, or Normal) (Delfino Plaza, Luigi's Mansion, Mario Circuit, Mushroomy Kingdom)

Level 9 - Game & Watch (Mr. Game and Watch), Kid Icarus (Pit), Ice Climber (Ice Climbers) or Robot series (R.O.B.) (Classic, more obscure characters) (Giant (no allies), Multi, Metal, or Normal) (Flat Zone 2 (Game & Watch), Skyworld (Kid Icarus), Summit (Ice Climber) or Mario Bros. (R.O.B.))

Level 10 - WarioWare (Wario) Metal Gear (Snake) or Sonic the Hedgehog (Sonic) (requested/anticipated characters) (Giant (no allies), Multi, Metal or Normal) (WarioWare Inc. (Wario), Shadow Moses Island (Metal Gear) or Green Hill Zone (Sonic))
Target Smash!! (1 level higher, if played on Intense, level 5 again)

Level 11 - Free for All (1 vs. 3 with Friendly Fire turned on) (Characters Random) (Final Destination)

Level 12 - Master Hand/Crazy Hand Battle (Final Destination)
There are:

2 Target Test
3 Single
2 Team
2 Multi-Man
2 Giant
1 Metal
1 3-on-1
1 Final

Sub-Space Emissary [SSE]
On July 20th, Smash Bros. Dojo!! was updated with a collection of enigmatic images that depicted Mario and Kirby transforming from trophies into fighters (akin to the introduction of Melee). After Kirby’s apparent defeat at the hands of Mario, he is changed back into a trophy, but Mario reverses the transformation and Mario and Kirby shake hands. However, the sky darkens soon after, and Meta Knight’s ship, the Halberd, flies over the stadium, soon followed by the appearance of a mysterious character. The screen shots were accompanied with this description:
In this world, trophies fight. They know nothing but fighting. Fighting is the sole reason for their existence. Being turned back into a trophy, being unable to fight, is much like death. Those are the rules of this world. But...When someone...or something...breaks those rules, the world will pay a terrible price...
The post was placed under a mode referred to as “???” until August 3rd, when it was changed to "Adventure Mode." On August 3rd, Smash Bros. Dojo!! was updated again. This time, more information was given. The mode was dubbed “The Subspace Emissary,” and a multitude of screenshots were shown, as well as a cutscene related to the “This World…” update. In the cutscene, Mario and Kirby were seen shaking hands, as depicted in the screenshots, and after waving to the crowd, the Halberd appeared as it did in “This World…” The mysterious character from before was shown to be one of apparently many odd, robot-like creatures formed from some sort of shadowy matter. Princess Peach and Princess Zelda were seen watching from the sidelines, but rushed down to the middle of the stadium to assist Mario and Kirby in fighting the mysterious army. After Peach and Zelda reach the stage and help destroy the Primids, an entity from the sky called The Ancient Minister appears on the stage. The Ancient Minister drops a Subspace Bomb on the arena, then flies off. As Mario approaches the bomb, he is hit by a cannonball and is sent flying from the arena. Petey Piranha appears and captures Peach and Zelda in cages. Some fans believe that Mario "broke the rules" of the World by reviving Kirby, and this is what triggered the Halberd to arrive and deploy its drones. Interestingly enough, the use of bosses in this mode was very vaguely hinted already in the first update. When the Battleship Halberd is seen flying out of subspace, purple skies are covering the sky. In the skies, you can clearly see the faces of Bowser and Rayquaza, as well as blurred faces resembling Ganondorf and possibly Pokey Minch. Ridley is also reported to be seen.
The various screen shots in the update depicted a multitude of new enemies, as well as a few familiar ones, such as a Hammer Bro, who was previously confirmed as an Assist Trophy, and Bullet Bills. There were also a new series of enemies that were introduced that are part of the Subspace army. Some enemies of the Subspace army appear to be helpful while other ones are dangerous.

Stages
Multiple stages are in Subspace. If more than two are listed that means there are more parts of the story there. They are listed by order:
Midair Stadium
Skyworld
Sea of Clouds
The Jungle
The Plain
The Lake
The Ruined Zoo
Battlefield Fortress
The Forest
Research Facility
The Lake Shore
Path to the Ruins
The Cave
The Ruins
The Wilds
The Ruined Hall
The Wilds
The Swamp
Research Facility
Outside Ancient Ruins
Glacial Peak
The Canyon
Battleship Halberd Interior
Battleship Halberd Exterior
Battleship Halberd Bridge
Subspace Bomb Factory
Subspace Bomb Factory
Entrance to Subspace
Subspace
Subspace
The Great Maze

Game play
The Subspace Emissary mode is a side-scrolling adventure in the style of a platformer, inspired by the Mario and Kirby games. However, it retains all basic mechanics of Super Smash Bros., such as a damage meter, stocks and Smash-style attacks.
The mode features a world map where stages are selected; once a stage is selected, the difficulty can be chosen, and the character(s) will enter the stage. The selectable characters will change depending on the plot.
When playing a level for the first time, many cutscenes will pause just before gameplay begins, showing a view of all available characters. A message will tell how many characters can be chosen for the level, and a cursor will appear that will let you choose which characters to play. The order characters are chosen in is the order they will appear: they will cycle through in that order until all stock is depleted. Playing through a level again, there will be a screen before the level allowing you to choose between any available characters instead of cutscenes during the level. This can be both an advantage and a disadvantage: you have a wider character variety to choose from, but you must choose the full number of characters. On a six-stock stage, you must select six different characters. You can't just select four characters and have extra stock that will cycle through them as you could in many levels the first time. Additionally, no mid-level cutscenes will play, including ones that would normally allow you to choose new characters and replenish stocks. While on many levels this makes little difference, it is very problematic on long stages like the second Subspace Bomb Factory, where you have to beat the level with a fraction of the lives you would normally get playing through.
Also, some of the character's stats are changed in side-scrolling stages. The characters jumping height, running speed and falling speed are altered. The difference varies from character to character.(i.e.; Pokemon Trainer's Pokemon will not be affected by stamina)

Plot
Note: Because it is possible to take more than one path in Adventure Mode, there are sometimes two characters' names, divided by slashes when describing a scenario. (i.e.; Peach/Zelda) This means that if you take the first path, the scenario involves the first character, and vice versa.

Prologue
This part is not seen in in-game videos. The prologue is from in-game trophies and the Dojo.
Tabuu, the main villain of “The Subspace Emissary," wants to cut the world the main characters in Super Smash Bros. Brawl live in to pieces and drag it into his world. He hides himself in Subspace, watching their world vigilantly. Tabuu himself cannot leave Subspace. That’s why he has to prepare an army and a leader for the offensive into the other world. Tabuu studied Master Hand and the fighters, and this knowledge leads him to use Master Hand for his plans here. Chains of light bend Master Hand to the will of Tabuu, who uses Master Hand to enlist the likes of Ganondorf, Bowser, and Wario. He gives each of these minions a Dark Cannon and tells them to hunt down any talented fighters that might stand in the way of the Subspace Army. Ganondorf pretended to swear allegiance to Master Hand, all the while planning to usurp power from within. Bowser is relatively loyal to Master Hand, but he does not care for Ganondorf. Wario cares very little for the actual objective he was given and wants to continue just doing whatever he likes.
Tabuu has had his eye on the advanced technology developed on the Isle of Ancients. This mysterious island hangs suspended in the sky and gives home to a group of robots. No one knows how long they have been there, but they have existed for ages without interfering with other civilizations. Life on the Isle of Ancients revolved around a single leader, the Master Robot (also the Ancient Minister, as we later learn). The other robots gave their unwavering loyalty to the Master Robot and existed in peace. But now Tabuu has taken the entire island hostage. The Master Robot wants to avoid losing so many of his brethren to Tabuu, so he reluctantly agrees to be the main front of the Subspace offensive, and begins development work on the Subspace Bombs. The Master Robot decides to disguise himself as the Ancient Minister out of shame for his own decision to work with the Subspace Army. The Dark Cannons are also being developed and built on the Isle of Ancients.
Tabuu takes notice of the peculiar qualities of Mr. Game & Watch’s body mass. He uses these particularities to create a nearly infinite number of shadow bugs, which he then uses to create the Subspace Army. However, since Mr. Game & Watch does not have any concept of good and evil, he is unaware of the effects caused when he is used in this way.
Tabuu also has his eye on Meta Knight’s ship, the Halberd, as a means of transportation for the Subspace Army. Using the Subspace Army, he launches a violent attack on Meta Knight and takes the ship for his own. During the attack, King Dedede engages Meta Knight, unknowingly making it impossible for Meta Knight to repel the Subspace Army’s attack.
King Dedede learns of Tabuu’s true nature and the power of his Off Waves during the taking of the Halberd. He begins to worry what will happen once all of the fighters are turned into trophies. Once that happens, there will be no one left to restore the frozen heroes, and the world as they know it will end by Tabuu’s hand. So he develops a special brooch. The brooches are set to work on a timer; when the timer runs down, the brooch will restore a fighter from his or her trophy form back to the original form. All you need to do is set the brooch on a hero that had been turned into a trophy and leave it there.

Chapter One
The game begins at the stadium, where Peach and Zelda watch a friendly match between Mario and Kirby. The two fight with fierce intensity as Pit observes the battle as well from a mystical fountain in his home at Skyworld. Mario/Kirby wins, and Kirby/Mario turns into a trophy. Mario/Kirby returns Kirby/Mario back to normal, but when he does, the sky suddenly darkens and the Halberd appears out of nowhere. The sky turns dark and the clouds turn into the 4 evil ones, if you look hard enough. The Halberd shoots out little spores, which come together to make the Primid, the main force of the Subspace Army. Mario and Kirby, joined by Peach and Zelda, defeat the Primids. After they do, the leader of the Army, the Ancient Minister, appears and drops a Subspace Bomb, which is activated by two R.O.B.s, and is set to detonate in 3 minutes. Mario races to disarm the bomb, but is blasted out the stadium by a cannonball. Petey Piranha then captures the two princesses and attacks Kirby.

Chapter Two
After Kirby defeats Petey, he explodes, and the cages holding the princesses break. Kirby and Peach/Zelda land safely only to watch Wario appear with a huge gun. Wario turns to see a weakened Zelda/Peach, and aims the gun at her. A black arrow comes out of the gun and pierces her body, turning her into a trophy. Wario grabs the trophy and runs out of the stadium. Kirby and Peach/Zelda run after him, but Kirby sees the bomb at 5 seconds before detonation, and takes Peach/Zelda with him on the Warp Star. The two escape from the stadium as the bomb consumes the arena in Subspace. Back in Skyworld, Pit sees the bomb detonate from his fountain, and is ordered by Palutena to go and stop the Subspace Army. Pit takes his bow and descends into the clouds.
Pit flies down to a cloud, as the Underworld theme plays, but sees the Halberd approaching. The Halberd creates more Primids to attack Pit, who splits his bow into swords and fights off the Primids. After fighting through several different types of Primid, Pit looks out and sees Mario's trophy. He reawakens him, and the two team up to fight the Subspace Army. The two heroes travel through the clouds chasing the Halberd, but realize that they aren't fast enough. Then, they see an Arwing chase the Halberd.
At this time, over a vast sea of clouds, Kirby and Peach/Zelda are still flying on the Warp Star when the Halberd comes up behind them. The Star hits the ship and the two land on it. They go on to explore the ship, but they are interrupted by the ship battle between the Arwing and the Halberd. The Arwing is shot down and knocks over Peach/Zelda and Kirby as it falls out of the sky. The two manage to land safely on a cloud and are confronted by the Subspace Army. The two begin to descend to solid ground as they fight through the Primid. After defeating a larger member of the Subspace Army, a Greap, the two continue their journey.
The story turns its attention to a jungle, where a car with a load of bananas piloted by Hammer Bros., Koopa Troopas and Goombas drives at insane speeds. Donkey Kong is seen beating up some Goombas and other Koopa Troopas. When he goes onto a ledge and sees the Koopas' car, a Goomba fires three Bullet Bills at him. Diddy Kong jumps out of nowhere and shoots down the Bullet Bills with his Peanut Popguns, and the two Kongs chase the car. After facing some giant Goombas and other Koopa Troopas, the two find the stash of bananas, but are confronted by Bowser. Bowser pulls out the gun that Wario used and points it at Diddy. Donkey Kong realizes what will happen and punches Diddy away, turning into a trophy by Bowser in the process. Bowser laughs wickedly and carries his prize with him.
Meanwhile, Mario and Pit continue their journey through a large plain. The two finally find the Ancient Minister, who is carrying a Subspace Bomb. They both try to hit him, but miss. The Ancient Minister continues flying as Mario and Pit continue the chase.
While navigating the jungle, Diddy finally exits to a nearby lake, where a Rayquaza (presumably one flying in the oxone layer, colliding with the Arwing, angering the beast) attacks the Arwing that crashed and grabs Diddy. Fox McCloud emerges from the burning Arwing and saves Diddy. The two then team up to face Rayquaza and defeat it. Fox prepares to head away when Diddy drags him with him back into the jungle, for he needs his help to find Bowser. After facing more of Bowser's troops and exploring more places in the jungle, the two confront a clone of Bowser made by Shadow Bugs. After defeating him, the real Bowser fires another shot from the Dark Cannon at them. Fox grabs Diddy and jumps off a cliff to save them both.

Chapter Three
The story then goes to an old, ruined zoo, where Lucas is attacked by the King P. Statue and a group of Primids. Lucas runs from the statue, but is eventually trapped by a root in the ground. Fortunately, Lucas is saved by Ness, who destroys the statue with PK Flash, revealing Pokey Minch in a giant spider mech. After defeating Pokey, the two are attacked by Wario. Wario fires the Dark Cannon at Ness, who dodges every shot. Wario finally aims the gun at Lucas, but Ness sacrifices himself to save Lucas by shoving him out of the way. Lucas, frightened, runs away from Wario, who now has the Ness trophy, and laughs evily while Lucas runs. Lucas runs into the Pokιmon Trainer and his Pokιmon Squirtle, who takes him with him to find two other Pokιmon.
Elsewhere, in the middle of a vast battlefield, Marth is seen watching some R.O.B.s detonate another Subspace Bomb and races to find out how to stop it, but his fortress is besieged by the Subspace Army. Marth fights his way through swarm after swarm of the Army until he finally gets to the grounds outside of the fortress, where he watches the area of Subspace slowly expand. Meta Knight flies in and attacks Marth, and the two duel briefly, but they are interupted by Primids and team up to stop them. After stopping the wave of Primids, they see the Ancient Minister. The two desperately attempt to stop him, but fail. Finally, Ike attacks with Aether and cuts the bomb from under the Minister and severs his floating chair, sending him whirling off into the sky. The three then team up to chase down the Ancient Minister and stop the Subspace Army.
When King Dedede learns that Bowser and Wario have joined the Subspace Army and are turning fighters into a collection of trophies, he decides to start his own collection. On a remote road, Luigi is passed by a Waddle Dee and then another. Thinking they are enemies, he gets into a cowardly fighting stance. He is attacked from behind by King Dedede and turned into a trophy. Wario passes by and sees the Luigi trophy. He tries to grab it, but the Waddle Dees ambush him while Dedede steals his trophy car and his trophies.
Meanwhile, in a thick forest, Link pulls out the Master Sword from its podium. He leaves, passing by a sleeping Yoshi. The Halberd passes over the two and immediately drops Primids, awakening Yoshi and putting the two into a team. The two heroes beat back the Subspace Army as they try to escape from the forest and chase down the Halberd.

Chapter Four
On a secret island, Samus Aran is shown sneaking into a research facility of sorts in her Zero Suit. After getting by some R.O.B.s, she enters a room where she sees a Pikachu in some kind of generator, sapping it's energy in a painful way. Samus breaks the device with her Plasma Whip, which sets off an alarm. Many R.O.B.s enter the room and attack the two. The two travel through the facility, fighting their way past the guards. They soon enter a control room, where Samus sees her Power Suit.
In a pass near the shore of another lake, Kirby sees King Dedede go by in the trophy car and chases after it, leaving Peach/Zelda behind. Peach/Zelda turns, but is transformed into a trophy by Bowser. The clone of Bowser comes up to the trophy and consumes it, creating a clone of her. The clone tries to shoot Mario/Link and Pit/Yoshi, who are running by, with the Dark Cannon, but it is destroyed when Link/Pit slices it in half. The Peach/Zelda clone then faces Link/Pit and Yoshi/Mario and is defeated.
Mario/Link looks up and sees Link/Mario and Yoshi/Pit standing by the clone's (fake) trophy, which disintegrates. Enraged that they thought it was their real princess, Mario/Link attacks Link/Mario. Link/Mario and Yoshi/Pit then face Mario/Link and Pit/Yoshi, defeating them. King Dedede then grabs Mario/Link and Pit's/Yoshi's trophies with an arm from the car, but the arm is cut in half by Kirby, who revives Mario/Link and Pit/Yoshi as well. Pit/Link then destroys the car by shooting an arrow at it, and King Dedede takes the remaining trophies and runs. The five heroes team up and chase King Dedede down.
Meanwhile, in a control room, Ganondorf orders Bowser to track down Dedede and gives him the coordinates to his location.
At a remote mountain, Lucas and the Trainer see a Charizard fly into a cave and follow it down a path to some ruins. The two journey through the ruins and an active lava pit until they confront Wario by the cave's entrance. Seeing Wario, Lucas grows bolder and joins the Pokιmon Trainer's Squirtle to fight Wario and defeat him, which turns him into a trophy. Remembering Ness, Lucas looks for him, but doesn't see him. Pokemon Trainer cheers him up by suggesting that Ness might be in the ruins.
In his hiding place, Dedede decorates his three trophies with small brooches modeled after himself, thinking the brooches will bring them back eventually if something goes wrong, but he ends up using the brooch he had made for himself on Peach (or Zelda), and intends to make another one for himself later.
At that moment Bowser and his men attack King Dedede, knocking the King unconscious and trashing his lair. Bowser then sees the trophy of Peach/Zelda and grabs it. Mario, Link, Pit, Yoshi and Kirby enter the ruined lair and see a hole in the wall leading to a cave. When they go through the cave and get out of the building, Mario sees Bowser and attempts to punch him. Bowser holds up Peach's/Zelda's trophy and Mario stops. Pit fires an arrow that Bowser barely dodges, and the Dedede cap comes off of Peach's/Zelda's trophy. Bowser then gets in his Koopa Clown Car and heads back to the Halberd. Meanwhile, the Ancient Minister sets up a bomb outside of the building, and Ganondorf is shown receiving orders from the Master Hand via TV screen.
Pokιmon Trainer and Lucas continue their trek into the ruins, fighting off the Subspace Army as they go. After descending through floor after floor of enemies, the Trainer sees an Ivysaur trophy and captures it. The two then continue to proceed deeper into the cave, where they come face-to-face with Charizard. Lucas, Squirtle, and Ivysaur defeat Charizard, and the Trainer captures him.
Marth, Ike, and Meta Knight fight Galleom who they had apparently been tracking in the wilds. They defeat it, but it instead falls into a giant hall, which is part of the ruins where Lucas and the Trainer are in. They defeat the robot, but it turns that the robot had a Subspace Bomb used as a self-destruct and takes both of the characters to the skies. The Pokιmon Trainer has fainted, much to Lucas' despair. Lucas, now gaining his courage, uses PK Thunder to detach the robot's arm that was holding them and they both start falling presumably to their doom until Meta Knight catches them. Behind them the Subspace Bomb detonates, sucking up the Wario trophy that was left behind into Subspace.

Chapter Five
The Ancient Minister shows up in the same desert, but in a different region, where he is confronted by Mario's group. After fleeing from them, the group gives chase. After going through a wide area of the desert, the group catches up to the Minister, who starts firing shots at the group. A R.O.B. grabs the bomb underneath the Minister and gets some others to activate it. Despite the group's best efforts, the bomb is still activated. As the Minister flies away, appearing strangely depressed, a R.O.B. looks up at him and waves. The bomb detonates, but the group just barely manages to escape as they run as quickly as they can away from it.
Meanwhile, exiting the jungle, Fox and Diddy have recovered from their jump and start fleeing from Bowser. Along the way out they face the Subspace Army as well as Bowser's troops. The two finally get on a path that leads out of the jungle, but Diddy is shot by Bowser's Dark Cannon and has his trophy consumed by shadow bugs, which creates a clone of him. Fox appears to be outnumbered when Falco Lombardi flies in in his Arwing and jumps out. He kicks the gun out of Bowser's hands and destroys it with his two blasters. Bowser then hops in his Koopa Clown Car and flees, but the clone of Diddy grows larger. Fox revives Diddy, and the three face the evil clone. After defeating the clone, Diddy drags Falco back onto the path with him and Fox. The three start treading through a swamp as they face more troops. On the lake, they see a transport with DK's trophy on it. In order to get on the transport, Falco calls for support in the form of the Great Fox.
Samus and Pikachu continue their run through the research facility to retrieve Samus's Power Suit, encountering more R.O.B.s and Subsapce Army guards. They finally enter the room holding the suit, but are confronted by two Shadow Bug clones of the Suit. After defeating the clones, Samus puts her Suit back on, which alerts the guards. Samus uses her Suit's weapons to quickly blow through all the guards, and the two try to find the leader of the R.O.B.s so that they can shut down the base. The two go as far as a dead end, where they are attacked by Ridley, who grabs Samus and slams her into the wall, dragging her along it delivering major cracks in her armor. Pikachu blasts Ridley with a lightning bolt, causing him to drop Samus (despite what happened in the scene, Samus doesn't have any damage when the fight starts). Ridley then battles the duo. After defeating the monster, the two exit out of a secret door, but they see some R.O.B.s carrying Subspace Bombs out of a part of the base, so Pikachu and Samus decide to enter it.

Chapter Six
On another part of the island, outside another set of ancient ruins, a giant R.O.B. is harassing Captain Olimar and a group of Pikmin when it is knocked down by Captain Falcon, accidentally taking several Pikmin with him. The two captains decide to team up and escape the R.O.B.s, traveling through some old ruins of buildings, but are attacked by regular-sized R.O.B.s as they attempt to run. They make it to a ledge where they see the transport carrying DK's trophy being attacked by Falco's Arwing, which drops off Diddy onto it, who in turn, frees DK. Captain falcon grabs Olimar and jumps onto the transport, where they are attacked by more Primids. They finally defeat the Primids as the ship prepares to enter the base, giving them the perfect chance to slip in...
Back in the desert, Meta Knight sees the Halberd engaging in a battle with Great Fox, and he takes off to get on the ship, and meets the Ice Climbers on his way up the mountain. The three continue the hike together, but are slowed down by hordes of Primids. Once they get to the top of the glacial peak, they encounter Lucario, who challenges Meta Knight to a fight. Whoever wins revives the loser (the two of them then shake hands in respect) just as the Halberd attempts to knock the heroes off the mountain by ramming the captured Great Fox into it. The Ice Climbers fall off, but Meta Knight and Lucario jump onto the ship.
At the base of the mountain canyon, the Ice Climbers meet up with Marth, Ike, Lucas, and the Trainer. This group splits up when a large group of Primids attack, but luckily Mario's group jumps down to help out. After a long fight, the two teams defeat the Subspace Army group.
Meanwhile, Snake appears out of a cardboard box in the Halberd (his box was also seen in it briefly much earlier) and continues sneaking around in it as the Great Fox flees the area heavily damaged. After fighting off several Primids, Snake hears Meta Knight and Lucario coming and hides in a box. Lucario senses him and blows his cover, to Snake's surpise. Lucario then senses a group of Primids coming towards them, so the three team up to stop them. The three make their way into a room that has Zelda and Peach's trophies in cages. Shadow bugs then come from the ceiling and create clones of them to fight. After the clones are defeated, the princesses are freed, and Snake tells them to stay while he keeps looking around.
The door opens, and Sheik and Peach race out onto the open side of the Halberd, having to fight a fierce wind to stay on. They also have to face a large number of guards as well. After a long journey, the two get onto the front deck of the ship. Fox then flies his Arwing in and engages the Halberd again. After Fox destroys the turret Peach is standing next to, Sheik teleports onto Fox's Arwing and punches a hole in it. After landing back on the deck, the two prepare to fight, but are stopped by Peach, who offers each of them a cup of tea. Fox is stunned, but realizes that Sheik and Peach aren't his enemies.
Meanwhile, Lucario, Snake, and Meta Knight fight the Mr. Game and Watches and send them onto the front deck, where they turn into Shadow Bugs, then into a giant monster. Snake and Lucario join Peach, Sheik, and Fox, and Falco jumps into the fight as well. The heroes fight hard against the monster and finally defeat it. The shadow bugs melt away to reveal a Mr. Game and Watch trophy. Peach awakens him, and Mr. Game and Watch joins the group, and is entranced by Peach's parasol. Meta Knight, who wasn't at the fight, regains control of the Halberd.

Chapter Seven
Back at the island base, Samus and Pikachu set off alarms as they race through the facility. They come across a huge amount of guards as they fight to find the source of the bombs. They reach the last room and confront the Ancient Minister and the entire R.O.B. Squad. The Ancient Minister hangs his head as if he is sad, and Samus and Pikachu slowly relent...
Captain Falcon, Captain Olimar, DK, and Diddy continue their infiltration of the base, blowing through R.O.B. guards. They get to a door that DK easily busts through, where the group meets Samus and Pikachu. As they enter, they see the Ancient Minister, a legion of R.O.B.s, and a projection of Ganondorf. The room contains hundreds of Subspace Bombs. Ganondorf orders the R.O.B.s to grab all of the Subspace Bombs off of their assembly lines and activate them so that he can tear a hole in space large enough to fit a Subspace gunship through. The Ancient Minister defyingly gets in their way and orders them to stop, not wanting to lose more of his men. Ganondorf uses an over-ride signal to remove their free will, and tells them to ignore the Minister and keep going. The Minister desperately tries to stop the R.O.B.s, but Ganondorf orders them to attack the Minister. His robes ignite, and the R.O.B.s begin activating the bombs. Ganondorf summons a horde of Auroros to distract the heroes, and the projection disappears. Despite the attack, the heroes try to stop the R.O.B.s from detonating the bombs. Suddenly, the Ancient Minister destroys all the Auroros with laser beams, and his clothes burn off to reveal that he, himself, is a R.O.B.! The R.O.B. was the leader of the island and reluctantly disguised himself as the Ancient Minister to hide his shame. Taken into control by Ganondorf, R.O.B rebels and breaks free of Ganondorf's control. The heroes, along with R.O.B. (or Robot), fight off the Subspace Army guards Ganondorf sends after them. They defeat the guards, and with a few minutes remaining on the bombs and the heroes failing to pry off the powering down R.O.B's and R.O.B having a sad moment, Captain Falcon calls his ship, the Falcon Flyer and has everyone pile into it, but not before blasting through reinforcements and R.O.B. bids farewell for his troops. However, as they try to leave, Meta Ridley attacks them again. Putting the ship on auto-pilot, the team gets on the top of the ship and faces him. Meta Ridley is soon destroyed when the Falcon Flyer's engines ignite him and the ship leaves the island and Subspace consumes the whole island. Captain Falcon's ship and the Halberd meet with the heroes that are still in the desert.

Chapter Eight
A giant cannon emerges from the Subspace area where the floating island once was. The cannon unleashes a powerful ray across the ocean. The ray contacts a place far off, and the place is instantly sucked into Subspace. At the helm of the cannon is Ganondorf and Bowser, who see the Halberd approaching. At Ganondorf's order, hundreds of turrets activate and start firing. The Halberd dodges several shots, but is eventually destroyed. However, Captain Falcon's Falcon Flyer, Captain Olimar's Hocotate Ship, Samus's Hunter Gunship, and Fox's Arwing emerge from it. The turrets start firing again, but the smaller ships dodge them all. Kirby appears out of the sky on a Dragoon and flies it through the cannon, destroying it. Ganondorf and Bowser go back into Subspace, followed by the five ships. The combined group of heroes then travel through Subspace together, facing an army of Primids and the other Subspace Army types standing in their way.
Back with Bowser and Ganondorf, Ganondorf decides it is the time to usurp the Master Hand so he takes out the last remaining Dark Cannon and aims it at Bowser, his own right-hand and the most loyal of Master Hands henchmen. After shooting Bowser, Ganondorf kicks the Bowser trophy out of the way and goes up to the edge of a ledge. He proceeds to spread his arms from his body. Master Hand appears from the darkness. But it turns out that he is controlled by yellow strings, which are being held by a being known as Tabuu. Ganondorf jumps up towards Tabuu to attack him but is smacked back by Tabuu's Off Waves. Ganondorf's trophy flies back and hits Master Hand, whose strings break. Master Hand hits the ground next to Ganondorf's trophy. He flies back up to attack Tabuu, but he unleashes a blue shield, which knocks out Master Hand. Everyone runs over to check on him. Tabuu then releases his Off Waves once again, which consumes everyone, turning them all into trophies. Tabuu then begins to reconstruct some of the pieces he tore out of our world into a nightmarish maze.
Meanwhile, back at the abandoned building, the Dedede Caps on Luigi and Ness revive them. They then revive King Dedede and team up. They see an expanding Subspace sphere and jump into it. Along the way into the Subspace, they come across the trophies of the defeated heroes and grab them as they move along. When the three approach the staircase leading to Tabuu, where they see the fallen Master Hand and Bowser's trophy. King Dedede awakens Bowser, who immediately attacks him. After a short fight, King Dedede awakes Bowser again, and when he tries to attack, King Dedede just flicks him in the nose. Bowser then turns and stares at the Master Hand.
Meanwhile, Kirby awakens. He spits out a Dedede Cap and stares at it. He then travels through the Subspace area alone, facing a horde of Subspace guards appearing from the sky. Kirby later comes up to the same staircase and sees Ganondorf's trophy. Bowser races by and starts brutally beating up the trophy before throwing it aside. King Dedede then appears and gives Kirby a big hug. King Dedede then drags Kirby with him.
Link and Zelda then appear by Ganondorf's trophy and decide to reawaken him. Ganondorf wakes up and rubs his head as if he had a headache, and Link points to the staircase. He and Zelda then start walking up it. Ganondorf creates a dark sphere around his hand, wanting to destroy the two. But then walks up it as well, knowing there were more important things to deal with at the moment. King Dedede is shown being attacked by Wario, but King Dedede, Luigi, and Ness point to the staircase and begin climbing it. Wario drives up the staircase on his motorcycle.
The heroes then journey through the places which have been captured by Subspace trying to find Tabuu while battling dark versions of themselves. These dark versions of fighters and the reincarnated bosses from earlier encounters were created based on detailed analysis carried out by the Subspace Army. They were placed here to guard the labyrinth. Finally reaching him, Tabuu prepares to unleash an attack on the heroes, the same one he used to turn everyone into trophies, but Sonic races through the sky and hits him, interrupting the attack and stopping him from turning anyone into trophies. This ambush weakened Tabuu to the point that they could challenge in head to head combat. The heroes then proceed to face Tabuu in a long battle that challenged all of them. After defeating him, Tabuu explodes, the orbs of Subspace recede and all of the worlds they have surrounded are freed. In the ending of the game, the spot marked by the shining "X" is where the Isle of Ancients was. When Tabuu and the Great Maze were destroyed, most parts of our world returned to normal, but the effect of so many Subspace Bombs going off at once made it impossible for the Isle of Ancients to return to normal, leaving R.O.B. as the last of his kind.

Bosses
Petey Piranha (fought by Kirby (and a yellow Kirby in 2-P mode))
Rayquaza (fought by Fox and Diddy Kong)
Porky (fought by Ness and Lucas)
Galleom part 1 (fought by Meta Knight, Marth, and Ike)
Galleom part 2 (fought by Lucas and Pokιmon Trainer (usally starts with Charizard))
Ridley (fought by Samus and Pikachu)
Duon (fought by Fox, Falco, Lucario, Snake, Peach, and Sheik in a party of 4)
Meta Ridley (fought by Samus, Pikachu, Donkey Kong, Diddy Kong, Captain Falcon, Olimar, and R.O.B. in a party of 4)
Tabuu (fought by anyone (except Toon Link, Wolf, or Jigglypuff) in a party of 6)

Speaking Roles
Though most of the plot is carried by understandable situations and gestures, there are a few instances where characters do speak. These include:
Snake's first appearance outside of his cardboard box, saying "Kept you waiting, huh?" Depending on the sound settings, this phrase is very difficult to pick up for most normal hearers, since Snake says it in a soft tone.
Captain Falcon Falcon Punching a giant ROB, then later summoning the Falcon Flyer, snapping his fingers and exclaiming, "Come on!".
Ness saying "PK Thunder" and "PK Flash".
Lucas also says PK Thunder in a point of the story.
When Ike halts the Ancient Minister from escaping from Marth and Meta Knight with a Subspace Bomb, he yells, "Great Aether!" (although it was actually a normal Aether performed).
A harder to classify vocalization occurs when Mr. Game & Watch is freed from control and revived from trophy form. Here, Peach seems to reproach him, saying "No," but this could also be heard as a more general grunt of sorts, she also says "Hi!" to Sheik and Fox.
Also when King Dedede steals Wario's Cargo, Wario shouts "Hey!"
Fox, says "Yeah!" after defeating Rayquaza.
Pikachu (And to a much lesser extent Jigglypuff) speak in several scenes, but as Pokιmon they only say their own names. Similarly, Diddy Kong is very vocal in several scenes, but only speaks in monkeylike grunts.
Also, when aiding Mario and Kirby, Zelda shouts "Halt!" while using Farore's Wind.

All Star Mode [ASM]
All-Star Mode has returned in Brawl, and again needs to be unlocked. And it's mostly the same except for a few details. You still get 3 Heart Containers, random Trophies, and fight through every character in the game. You still only have 1 life, and you do not regain health between matches without a Heart Container (although you can now enter the teleporter without having to wait for your health to fully recover).
However, instead of the matches having a progressively large enemy team, the opponents are based by series released in chronological order. The highest count of enemies on the stage at a time is two. When a series has more than two opponents a new fighter will appear a few seconds after you KO one of the opponents. This means that stages for Kid Icarus , Ice Climbers, and Pikmin will be easier than Mario , Legend of Zelda, and Pokιmon. In the case of Pokιmon, there are a total of six opponents, as the Pokιmon Trainer will send out each Pokιmon separately. On the Metroid stage, you will randomly battle Samus or Zero Suit Samus, and on the Zelda stage, you will battle Zelda or Sheik. Another note is that you don't fight a team randomly, but on stages with multiple opponents the order of the opponents is random. It is always in a set order, but the second stage, Mario, you may fight the four characters in any order. It is ordered by series origin. You will always fight Mr. Game & Watch first. The stage you fight each character on will be a home stage from SSBB, randomly selected if there are more than one. Battlefield and Final Destination are not considered home stages, while Mario Bros. is R.O.B.'s home stage instead of a Mario home stage.
This is the order for All-Star Mode:

Battle 1: Game & Watch - Mr. Game & Watch
Battle 2: Mario Bros. - Mario, Luigi, Peach, Bowser
Battle 3: Donkey Kong - Donkey Kong, Diddy Kong
Battle 4: Ice Climber - Ice Climbers
Battle 5: R.O.B. - R.O.B.
Battle 6: The Legend of Zelda - Link, Toon Link, Ganondorf, Zelda or Sheik
Battle 7: Metroid - Samus or Zero Suit Samus
Battle 8: Kid Icarus - Pit
Battle 9: Metal Gear - Snake
Battle 10: Mother - Ness, Lucas
Battle 11: Fire Emblem - Marth, Ike
Battle 12: Yoshi - Yoshi
Battle 13: F-Zero - Captain Falcon
Battle 14: Sonic the Hedgehog - Sonic
Battle 15: Kirby's Dream Land - Kirby, Meta Knight, King Dedede
Battle 16: Star Fox - Fox, Falco, Wolf
Battle 17: WarioWare, Inc. - Wario
Battle 18: Pokιmon - Pikachu, Squirtle, Ivysaur, Charizard, Lucario, Jigglypuff
Battle 19: Pikmin - Olimar

As a reward for completing this mode, the player will earn their character's Final Smash trophy (a trophy of their character using their Final Smash).

Co-op Mode
All-Star mode in SSBB may be played with up to 2 players. When playing co-op, you receive a total of 5 heart containers but if either players dies then you both get game over. The opponents are the same until the last battle where you face 2 Olimars instead of one. One advantage of playing All-Star with 2 players is that if you both are 2 different characters, beating All-Star will get you the Final Smash trophy for both characters at the same time (Caution: Obtaining Final Smash trophies through Co-op will not clear the Challenges for All-Star Mode such has clearing it with ten characters)


Tournament Mode [TM]

In the tournament mode, players battle against each other in turns. Several options can be chosen for tournaments, including:

-The number of competitors in a tournament (ranging from 4-64 in two or four player tournaments and 6-27 in three player tournaments)
-The number of computers and humans in a tournament
-How many players fight in each tournament match
-How stages are selected
-The CPU level of computer players (Levels 1-9 as well as a random option)
-Individual custom rules for matches

Loser out
This mode is also played in turns, but unlike Tournament, where the game ends when a final winner is proclaimed, this lasts forever (or at least until the player decides to stop playing). The loser of each match "drops out" and has to wait until it is his or her turn again.

Winner out
This mode is exactly the same as the aforementioned loser out mode, except that the winner of each match drops out instead of the loser.


Versus Mode [VS]
Versus Mode is a multiplayer mode that enables players to fight against each other or computer player opponents in a variety of settings. Versus mode appears in all three Super Smash Bros. games. The characters can participate in a variety of battles including battle royales and team battles. The players can also set the rules for the battle including the amount of time, the amount of stock, the items that can be used, handicaps, and the stage that the battle will take place on. The players can also choose settings for the computer players including computer players level. Some of these features, however, have to be unlocked in order for them to be used.
Rules
Versus mode allows the player to set a number of rules that are not allowed in the single player modes. These rules affect both the battle and the items that appear in the battle.
The player can set the teams and characters that participate in the battle. They can also pick the computer players character and the skill level of the character.
The player can pick the number of stock for the battle and can pick the time limit of the battle. (The stock can be set to unlimited stock while the time limit can be turned off.
The players can set the items that can be used in battle. They can also set the frequency of the appearance of the items. The only items that the player cannot control is the container items and those can only be turned off if items are turned off.
The player can turn the amount of points deducted from the character's score from a self-inflicted KO.
The player can toggle friendy fire on or off. If friendly fire is on, characters on the same team can inflict damage to each other while they are battling.
The players can set handicaps for characters.

List of Playable Modes
Brawl- This is essentially the same as Melee's, but you can still make it Sudden Death without entering Special Brawl by manually changing the Handicap. This can make it easier to unlock many Challenges, since Special Brawl does not keep records.
Tourney- Again, this is more or less the same as Melee's Tournament Melee.
Rotation- The winner out/loser out modes from Melee's Tournament Mode, now in its own mode, seperated from Tournament.
Special Brawl- This is much like Special Melee, only with more combinations and options.
Rules- This allows you to set the rules such as time, stock, etc.
Names- Allows you to add, delete, or modify a screenname.

Events [EVEN1]
The event mode returns in Super Smash Bros. Brawl and features the ability to choose three difficulty levels for each event.
In Super Smash Bros. Brawl, certain co-op events are available.
Event 1: Two Trouble Kings
Event 2: Landmaster Ignition
Event 3: Pink Ball Repulsion
Event 4: Cleaning House in Skyworld
Event 5: Become the Champion!
Event 6: Super Bowser Bros.
Event 7: Diddy Kong Panic
Event 8: Go! Triple Finish!
Event 9: The Monster Beneath the Earth
Event 10: All-Star Battle Regulars
Event 11: Yoshi's Rainbow
Event 12: Sleeping in the Eggs
Event 13: Dragoon Strike
Event 14: Sproutage of the Flower Pikmin
Event 15: The Hammer of the King
Event 16: Power suit ON!
Event 17: Super Waterfall Climb
Event 18: Dark Link Duel
Event 19: Wario Bros.
Event 20: All-Star Battle x1
Event 21: Visit to Onett
Event 22: Monkeys Unite
Event 23: Molten Norfair
Event 24: Come On! Blue Falcon!
Event 25: The Aura is with Me
Event 26: The Slow and Easy Life
Event 27: Three-Beast Carnage
Event 28: Flower Blooms in the Echoes
Unlocked after completion of Events 1-27, unlocking all characters, unlocking All-Star Mode, and clearing The Subspace Emissary.
Event 29: All-Star Semifinal Regulars
Event 30: Sonic Boom
Event 31: The Ultimate Bodyguard
Event 32: Bird in Darkest Night
Event 33: Advent of the Evil King
Event 34: All-Star Battle Melee
Event 35: The Visitor to Flat Zone
Event 36: High-Tech Special Forces
Event 37: The Pirate Airship
Event 38: The Wolf Hunts the Fox
Event 39: All Star Battle x2
Event 40: The Final Battle

Walkthrough each event: Event mode - SmashWiki

Fixed Camera Mode [FCM]
Fixed-Camera is a Special Melee option in Super Smash Bros. Melee, and a Special Brawl option (under the name of "Fixed") in Super Smash Bros. Brawl. In both games, the camera is fixed in a certain spot (generally showing the entire stage) and does not move. This makes it easier to see item spawns and stage hazards but may make it difficult to see smaller characters on large stages such as Hyrule Temple.

Boss Battle Mode [BBM]
Boss Battles Mode is a Unlockable Stadium mode introduced in Super Smash Bros. Brawl, which is very similar to All-Star Mode, except you fight all bosses rather than all characters. Boss Battles Mode is unlocked after the player completes both Classic Mode and 'The Subspace Emissary' for the first time, or in other words, has faced each boss other than Crazy Hand at least once.

Gameplay

The goal of Boss Battles Mode is to defeat every boss in the game with a single stock, or two characters in its co-op mode. When a player begins Boss Battles mode, they are immediately dropped into combat against one of the ten bosses. Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has three heart containers, or five in co-op mode, which, like in All-Star, do not reappear even upon later visits to the rest area. This format continues until all bosses are defeated. This format is the same as All-Star Mode. However, the player is not allowed to continue after losing their stock, as it is a stadium mode. The battles occur in random order, except for the battle with Tabuu which always occurs last. Each boss has their own Stamina Bar as one would normally fight them in the Subspace Emissary, including both of the Hands. The player is treated with a picture of one of the bosses upon completing Boss Battles: this picture varies depending on the difficulty level chosen. You cannot use any stickers in Boss Battles.
The battles in this mode include:

Petey Piranha
Rayquaza
Porky Minch
Master Hand
Galleom
Ridley
Crazy Hand
Duon
Meta Ridley
Tabuu

Tips

Play conservative.
You're facing 10 bosses instead of one, and have 1 life instead of 4, so you can't give a frenzy of attacks at once. Wait for the gaps between attacks, then strike briefly, then prepare to evade the next attack.
Abuse powerful moves.

Moves like Rock Smash, Yoshi's Dair, and Bowser's Forward smash inflict tons of damage. Use them, as long as they don't make you vulnerable. Kill moves like Rest and Falcon Punch work well, but use them only if you know they will defeat the boss in that hit. Kill move lag will almost surely leave you open to an attack. The lesser time it takes to defeat a boss, the lesser chance there is you'll receive damage.
Use a character that is effective against or counters at least one boss.
Fox and Lucas are effective against Duon and Meta Ridley in that they have reflectors or absorbers. Marth is effective against many bosses in that his Counter inflicts massive damage, as does Ike's.

Take Advantage of the Boss's Size
Some attacks like Knee Smash have very limited range and are hard to use in normal brawls. For bosses, though, it is very easy, in that you can simply be touching any part of the boss, which easily take up a quarter of the stage, to inflict damage.

Challenges
There are eight Challenges in Super Smash Bros. Brawl involving Boss Battles Mode. Golden Hammers cannot be used to break them, in order to avoid spoilers for Adventure Mode: The Subspace Emissary.

First row, #1: Clear on Intense difficulty.
First row, #10: Clear on Easy difficulty.
Second row, #16: Clear with 20 characters.
Second row, #26: Clear with 10 characters.
Third row, #23: Clear on Normal difficulty.
Fourth row, #6: Clear on Hard difficulty.
Fourth row, #26: Clear on Very Hard difficulty.
Fourth row, #32: Clear with every character.

Differences from Bosses from other modes:

-Several of the bosses are slightly altered from their appearances in other modes.

-Crazy Hand is a boss itself, rather than together with Master Hand.

-Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom.

-On Easy/Normal, Tabuu's Off Waves do not instantly kill a player who comes in contact with them.

-In lower difficulties, all the bosses' speed, attack power and health are greatly decreased.

-Petey Piranha's cages are empty, as when he is faced in The Great Maze stage of The Subspace Emissary.

-The individual boss themes are replaced with generic music, Boss Battle, except for Master Hand, Crazy Hand and Tabuu. They use the music Final Destination (Melee), Giga Bowser (Melee), and Boss Battle Song 2, respectively.

-Stickers cannot be used, as they only appear in The Subspace Emissary.
Items do not appear.

Spectator Mode [SPECM]
Spectator (大観戦, great spectating (?)) is an online mode in Super Smash Bros. Brawl available with the game's Nintendo Wi-Fi setup, accessible within the With Anyone menu. Similar to spectator modes in other console games with online connectivity, this mode allows players to remotely view online brawls in action between other players.
Matches you get to view with this mode are totally random, and none of the identities of the players controlling the characters on the spectator's screen are ever displayed. Characters not yet unlocked will not appear in the matches, but unlocked stages will appear, and the matches all seem to be two minute timed matches. However, this mode can actually be physically beneficial to the spectating players' own game; they can place in-game coin bets (1-100 coins) on combatants before matches start, and bets on victorious combatants return more coins. The rewards are bigger if the match involves three or four fighters than if it is just a one-on-one brawl, and they often yield more tangible rewards like stickers. Occasionally, you will be offered a "Bonus Chance" and if you can correctly guess who is going to win, you will earn a bonus reward consisting of several stickers or a trophy.
The spectating players' own matches can be allowed by the players themselves to be available for any number of spectators to chance upon and view, by going into the game's Wi-Fi Options submenu and toggling "Allow Spectators" to "Yes".
Specatator Mode actually loads replays of online matches, so allowing spectators will not affect server latency during your matches.

Coin Mode [COINM]
Coin is a mode of Vs. Play in Super Smash Bros. Melee and Super Smash Bros. Brawl. The objective is to collect as many coins as possible. Coins are produced when any attack hits an opponent. The amount and value of the coins released depends on the strength of the attack. If a player is KO'd, they lose half of their coins, with a maximum of 100 in Brawl. These may be grabbed if close enough to the stage. Coin mode is timed, with the player holding the most coins at the end of the match winning.
For more information about the coins, see Coins and Bills.

Stamina Mode [SMODE]
Stamina is a Special Melee option in SSBM, and a Special Brawl option (under the name of Stamina) in SSBB. In both games, it gives all characters a "life bar" of sorts, which must be depleted to defeat characters (rather then KOing them). Once a character reaches 0 HP or are KO'd, they are out of the game.
In Melee, choosing Stamina Mode fixes the stamina at 150 HP; in Brawl, players can select the HP via the Handicap option, ranging from 1 to 300.

Super Projectile Match
Super Projectile Match is an official type of gameplay, originating from Super Smash Bros. Melee and returning in Super Smash Bros. Brawl.

How to perform
This gameplay mode is available for 2-4 players. Choose a Stamina mode battle under Special Melee in VS Mode, and then choose characters that use projectiles. Prohibit all direct attacks, and fight using only projectiles, then fight on a stage that has leveled ground and many places to hide (e.g Hyrule: Temple, etc.)

Notes
This gameplay mode is found on page 49 of the Super Smash Bros. Melee instruction booklet.

Training Mode [TMODE]

Training mode is a mode in all three games where the player can manipulate the environment and experiment with the CPU without the restrictions of any standard match. Training mode allows the player to spawn any item, change gameplay speed, and alter the number of computer players on screen without ever having to leave the match. Training mode is listed as a single player mode, though the enemy can be controlled by a human, making it also a multiplayer mode.

Uses:

Wavedashing: It is suggested that many beginners learn to Wavedash in training mode due to the speed manipulation properties.

Combos: Granted this can easily be done in Versus Mode as well, players can also use this to perfect combos on an otherwise motionless enemy.

Familiarity: Many new players, or veterans desiring extra practice, may experiment with the stages, attacks, and items to become accustomed to them without having an active opponent to get in the way or waiting for item spawns. It also helps to learn the hitboxes, damage, and knockback of more exotic, situational attacks.

Competitive Guide (Introduction) [CGTRO]:

Want to be a good brawler? Sick of losing?
Then read this section of the guide. Its for all types of competitive brawlers. Pros and newbies.

Character Match-Ups Chart [CMC]




-Courtesy of IvanEva of Smashboards.com

Mechanics of Tripping [MECHT]
As promised, I have spent many hours testing the mechanics of tripping after coming to the conclusion that it is somewhat character-specific. I was really hoping to provide you guys with some better information, but unfortunately I really don't think that any feasible amount of testing is going to give us conclusive results. Because of that, I didn't finish all of the characters as planned, it just took way to much time for something that wouldn't give us a correct percent per character.

For these tests I tested each character until they tripped thirty times, figuring thirty would be enough for some solid data. Unfortunately, when I reached character seven I really realized how varied these numbers were. In reality I did more like thirty two tests per character, because at the end of each character I would eliminate the highest and lowest number to provide more correct data. Even while doing this I noticed with one unlucky streak, such as a 500 or two, it really threw off the data. At this point I wanted to see if the data would stay the same if I reran the tests using a character I had already used. When I did this I used Toon Link and the number of dashes before tripping 30 times increased by around 300. Now that isn't all that much, but it is enough to skew the percent by a good deal. That being said, in order to get a correct percentage on each character we would need to run about a thousand trips.

Because these numbers vary so much, I can't say for sure that tripping is character-dependent, but it really seems that way (example; Toon Link vs. Mario). Having said all this I still think it's important that I provide you with the data I have gathered, seeing as it took far too long to do it for it to go to waste. I'm hoping that someone out there will be able to make better use of it.

As for some of the rumors that are going around:

Person in the lead trips more: It's hard to say for sure with the large difference in numbers, but I am almost certain that there is no difference. I tested this with Ike before hand by setting the stocks to four and killing my opponent till he was at one. When running the tests under those conditions, the results stayed relatively the same.

Tripping happens more when turning/skidding: When I was testing some of the characters I started to think I was tripping more often when turning, because of that I started recording what type of movement I was doing when I tripped. The data showed that I tripped just as many times simply moving forward as I did when turning (yes, I did take into consideration that I did more forward dashes than turns when moving from one side of Final Destination to the other).

Pressing the joystick perfectly forward prevents tripping: On a few of the beginning tests for Toon Link I made sure to be very very careful with how I pressed the joystick. The results didn't change.

Moves increase the probability of tripping (not sweeping attacks which cause tripping): I tested this by running another 30 trips with Toon Link after having Lucario hit him quite a few times with his different moves. The results were different, but not by enough to make me think moves have any impact.

Higher percent increases probability of tripping: The test above also helped me come to the conclusion that this is false.

Faster characters trip more/less often: Seeing as Sonic doesn't trip very often, that rules out the chance of faster characters tripping more. As for them tripping less, Mario isn't all that fast and he trips less than Sonic. Speed seems to have nothing to do with it.

Physics of attacking [PSYAK]
Priority
Priority is what determines if any one attack will beat out, lose out, trade with, or clank with another attack. The player closest to player 1 has the most priority, although the instances where this matters is extremely limited. There are two types of priority: Intrinsic Priority and Implied Priority.

Intrinsic Priority
Intrinsic Priority is what the developers added for ground and special attacks that directly compares which attack has more priority. If one attack has more intrinsic priority than another attack, the first will beat out the second, completely overriding it. If the two attacks have the same intrinsic priority, then the two attacks will clank, causing both characters to return to their default state. This only applies to ground/ special attacks, and only when two hitboxes from these type of attacks collide.

Implied Priority
Implied Priority is a function of how far the hitbox of an attack extends past the hurtbox of the character performing the attack (aka, the level of disjointedness of an attack). This mainly applies to aerail attacks' interactions with other (including other aerial) hitboxes. Since aerial attacks don't have intrinsic priority, when a hitbox from an aerial overlaps another hitbox, the priority is not determined then (i.e. Aerials cannot clank). In this type of collision, the "winner" is determined by whose hitbox overlaps the other's hurtbox first. The farther separated your hitbox is from your hurtbox, the more likely you are to hit them out of their attack and less likely to trade/ get hit out of your attack.

Grab Prioiry
An interesting thing about the priority of grabs: When a grab connects on the same frame as an attack done by the grabber, they "trade". This type of trade results in the grabber taking the full damage of the attack, but no knockback, and grabbing the person.
Video by Magus: YouTube - Grabs do NOT have real Super Armor frames in Brawl

Phases of Being Hit
Once an attack connects, each character will go through several phases. The person who's attack connects goes through hitlag and then resumes with the attack's animation. The person getting hit goes through hitlag, hitstun and then tumble.

Hitlag
This phase starts when the hitbox connects with thier hurtbox, and ends when the other character is sent flying. During this phase, both characters are in a "freeze frame" state, with the hitbox still active. This is very noticable in this game, especially on attacks such as Zelda's death kicks. There are several notes to make here. First, if the attack causing the hitlag is a projectile, the projectile undergoes hitlag instead of the character who fired the projectile. Also, if time is slowed for one character but not the other, the person who's time is slowed will last in this phase significantly longer than the other.

Note: You cannot tech during hitlag (even if you SDI toward a surface). This rules out edgeteching.

Hitstun
Hitstun starts directly after hitlag. The person being hit undergoes this phase, and during it, can take no action of their own except teching. If a character is hit out of hitstun, this is called a true combo, and will register as consecutive hits in training mode.

Note: You can cancel hitstun by air dodging far quicker than you could normally jump out of the hitstun. This is most effective when trying to survive a strong hit because if you air dodge immediately, the air dodge will be done, and you can double jump sooner than you would normally have been able to double jump.


Tumble
Tumble is a phase that frequently (attack/ weight/ % dependant) follows hitstun. During this time your character can break tumble by doing any of the following: performing an aerail attack, performing a special attack, air dodging, "air teching" aka "wiggling" (rapidly pressing the control stick back and forth), teching (if you hit a wall/ the ground).

Meteor Stun
Meteors have drastically changed since Melee. First, you can meteor cancel with both a double jump or an up-b, just as you could in melee. However, there is a certain window in which you can meteor cancel with a jump. If you perform a jump w/ a jump button too soon, you won't be able to meteor cancel. However, this does not apply to up-bs and jumps with the control stick: one can mash up-b (or jump w/ the control stick) starting when they're hit and expect an early meteor cancel.


Directional Influence
Directional Influence (abbrv. DI) is one of the most important techniques to master.

Normal DI
Normal DI is a method of altering your trajectory after being hit using input from the control stick. Note: Normal DI DOES NOT affect how fast/ how much knockback you recive, it merely changes the direction you are sent. The goal of this DI is to change the direction an attack sends you to make it less leathal. Because you are only changing the direction you are sent, DI makes the most impact when done perpendicular to the base knockback of an attack. For instance, if you would be hit by an attack that sends straight upwards, the most pronounced DI would be straight to the side. Note that in that situation, you're decreasing your chance of dying off the top by bending your trajectory away from the upward death zone. For attacks that would send you off the stage in a manner to kill you, try DIing upward so you are sent less to the side, and more upward.
DI also helps to prevent combos. If you DI away from your opponent's weak attacks, they'll have a harder time following their attacks up.
DI is a difficult aspect of the game to master. It can keep you alive longer, it can keep you from getting comboed, and moreover, good DI makes you significantly better overall.

Smash DI
Smash DI (aka SDI) is something significantly different from normal DI. During hitlag (if you're being hit), if you input one of the 8 most cardinal directions on the control stick, you will get an instantaneous change in position in the direction you input. This is good for escaping multiple hit attacks such as MK's neutral/ Side B attacks, fox's uair, many of Lucas' attacks, etc... Note: In order to SDI with the C-stick (set to smash/ special), you must return the C-stick to center before any additional SDI inputs will register, unlike the ability of the control stick to SDI while rolling it back and forth.

Note: You cannot SDI in any downward direction if you were hit while you were in the ground, even if you SDIed Upward first.

Automatic Smash DI
Automatic Smash DI, many Melee players would be familiar with, is NOT IN THIS GAME.


Attack Power Decay
This game "punishes" the repeated use of the same attack by decreasing BOTH the DAMAGE and KNOCKBACK a move does.

Attack Queue
The game keeps track of this by having an "Attack Queue" where it remembers the last 9 (although it may be 10 -- best I can tell it's only 9 though) attacks that you landed on your opponent. If your attacks are getting weaker than you would like, just hit with several other attacks, and then your other moves will soon be back to full strength.

Decay Amount
A move has a base damage and Knockback. It then counts the number of times that move is in the attack queue, and has an exponential decay that it applies to the strength. The current formula I have found seems to be pretty accurate:
damage dealt = [94.424e^(-0.0991x)] * (base damage)
where x is the # of times that move is in the attack queue.

The earlier in the queue this attack is, the less it impacts the decay, although the earliest it can be in the queue makes less than a 10% difference than if it were the last attack landed.


Running Speed [RSPED]
Running Speed is the rate at which a character can run.
This list is fastest to slowest:


01. Sonic
02. Captain Falcon
03. Fox
04. Sheik, Zero Suit Samus
06. Meta Knight
07. Squirtle, Pikachu
09. Diddy Kong, Marth
11. Yoshi
12. Toon Link, Donkey Kong
14. Pit
15. Mr. Game and Watch
16. Lucas, R.O.B., Bowser, Ivysaur, Mario
21. Samus
22. Lucario, Falco
24. Olimar, Ness, Wolf, Ice Climbers
28. Ike, Charizard, Kirby
31. Wario, Peach, Snake, Luigi, Link
36. Dedede, Zelda
38. Ganondorf
39. Jigglypuff

The C-Stick Compendium [CSTICK]
Your C-Stick and You: An Exhaustive Examination of C-Stick Functionality

In Melee, the C-Stick was an incredibly helpful tool, and in Brawl, it is no less helpful. In Brawl, we are given the option of using our C-Stick in many different ways, and increased attention has been given lately to what other options the C-Stick offers. In Brawl, you can change the function of the C-Stick to be any 1 of 6 different things: Smash Attacks, Grab, Shield, Jump, Special Attacks, and Tilt Attacks. I'm going to explore, in-depth, each of those various options.

Before I begin, I want to note that I am aware that a majority of this information can be found scattered in various other threads, but I am seeking to create a unified guide that encompasses all things C-Stick-related, that can cover any question that might be asked about the C-Stick. A lot of topics related to C-Sticking have been popping up lately, and I hope this thread can serve to prevent some of those questions.

Also, as a disclaimer, I take no credit for any of the terms or techniques mentioned here, particularly in the C-Stick Specials section, nor do I intend to suggest that the names used are either official or final. I chose the names I did based on the various names the community gives to the techniques, which is why some moves have more than one possible name. If you feel any of the terms I use are incorrect and should be changed, let me know.


C-Stick General Mechanics, Melee/Brawl Differences, and Problems
In Brawl, the manner in which the C-Stick is registered is slightly different than in Melee. Many users complain about a lack of sensitivity on the part of their C-Sticks when they play Brawl, and some have even gone as far as to buy new controllers. While this may not be 100% the cause of these problems, it has been found that if you do not allow your C-Stick to return to the neutral position after a move, any additional moves you input will not be registered.

As a consequence of this change, holding both Shield and a direction with the C-Stick will only register one input--one roll or spot dodge. In Melee, however, doing this would result in repeated rolling in a continued direction. Also, in Melee, Shield + Up on the C-Stick would result in a Jump. In Brawl, that is only the case with C-Stick set to Special. With the C-Stick set to Smashes or Tilts, Shield + Up on the C-Stick will produce a grab.

Furthermore, there is a certain quirk that affects all three of the configurations that perform attacks, Smashes, Tilts, and Specials. When hanging on a ledge, if you are no longer invincible, and you press any upwards direction (Back-Up, Up, Forward-Up), you will perform a ledge hop, not an attack. Any of the other 5 directions will result in an attack, though. Additionally, there are a few particular frames during the ledge invincibility that react this way as well, but it is worth noting that not all every frame does. Some will result in a jump, some will result in an attack. In general, if you're going to attempt to use the C-Stick for ledge attacks, be sure not to press Up.

With the C-Stick set to Smash, Special, or Tilts, it is possible to perform a forced shorthop. This works ONLY with Tap Jump on. If you press Up on the Control Stick and any non-upwards direction on the C-Stick (Back, Back-Down, Down, Forward-Down, Forward) at the same time, you will perform a short hop followed by the corresponding aerial executed at the first possible frame. For the Smash setup, it is not possible to perform neutrals.

Additionally, in the Smash and Special setups, any C-Stick press is automatically perceived as the equivalent of Smashing the Control Stick, regardless of actual pressure, which is why C-Stick down in the air will cause a fastfall in the Smash setup. The Attack setup, however, automatically perceives every C-Stick movement as if you were performing a tilt with the Control Stick, which will not result in a fastfall'd Dair. Also a result of this phenomenon, in Smash or Special setup, the C-Stick will throw a grabbed opponent in the indicated direction, but in the Attack setup, all C-Stick directions will perform a Grab Attack instead.

Smash DI
It is possible to SDI, perform a DI "teleport" in the indicated direction during a multi-hit attack, using the C-Stick by repeatedly tapping the C-Stick in the desired direction, however this can ONLY be done with the C-Stick set to Smash or Special. C-Stick Tilts will NOT result in SDI.


C-Stick - Smash (default)
As everyone knows, this is the default configuration, and for good reason, as it provides the most immediately apparent variety of uses, and most Melee players are accustomed to it.

On the ground, the C-Stick will perform quick, uncharged Smash Attacks in the direction inputted. While dashing, if the C-Stick is pressed in 5 out of 8 directions (Forward, Forward-Down, Down, Back-Down, Back) a forwards dash attack will be performed. If the C-Stick is pressed in the remaining 3 directions (Forward-Up, Up, Back-Up) an Up-Smash Attack will be performed.

Additionally, if the Control Stick and C-Stick are both pressed either up or down, an Utilt or Dtilt, respectively, will occur. It is possible to perform Ftilts in a similar, though not identical manner. Pressing both sticks Forward will not perform a Ftilt, but pressing both sticks Forward and either Up or Down will. It is somewhat more difficult to do on-command than the Utilt or Dtilt equivalents. For characters who can perform angled Tilts, these will result in the expected Angled Ftilts, not a normal Ftilt.

Furthermore, the C-Stick can also be used to perform Angled Smashes, for characters that are capable, by pressing the Control Stick up or down and the C-Stick to the side. For Angled Smashes, any upward position (Forward-Up, Up, Back-Up) can be used, and any downward position can be used.

For characters that can crawl, however, there is one further peculiarity with C-Stick tilts. If Control Stick is held at either downward angle, and the character is crouched, every one of the 8 positions on the C-Stick will result in a Dtilt.

Through yet another quirk, it is possible to perform a jab, or Neutral A, with the C-Stick in the Smash setup. If the Control Stick is held Up or Down, and the C-Stick is pressed Back-Up or Back-Down respectively, a jab will be performed. This, however, is not a true C-Stick neutral, which the Smash setup still seems unable to perform.

What the C-Stick - Smash setup lacks in its ability to perform neutrals, it makes up for in a few other odd quirks. For one, it is possible to perform directional specials by pressing the C-Stick in a direction at the same time you press B. This is not possible in the Attack (Tilt) setup.

In the air, the C-Stick can be used to perform aerial attacks in the direction indicated. Unlike in Melee, however, pressing the C-Stick down after the peak of a jump will cause your character to perform a fast-falled Dair. However, similarly to the ability to perform Tilts on the ground, it is possible to perform a not-fast fall'd Dair if you gently tilt the Control Stick down and press the C-Stick down, just as if you were trying to perform a Dtilt this way on the ground. Additionally, Nair attacks cannot be performed in this setup.

Another odd quirk that characterizes only the Smash setup, it is possible to influence your movement using the C-Stick if you gently tilt the C-Stick to the side immediately after pressing jump. This ability to exert aerial control over your character is a somewhat difficult-to-perform quirk that does not seem to have practical application.


C-Stick - Grab
This setup has few particularly notable uses, and is not likely used by many, if any, players.

On the ground, each of the 8 directions will cause a forward grab in this setup. A turnaround grab while dashing can still be executed with Back on Control Stick + any direction on C-Stick, but a turnaround grab can no longer be performed with L/R/Z + Back on C-Stick while dashing.

In the Air, the C-Stick functions exactly like any other grab button, each of the 8 directions executes an Air Dodge. As a final note, C-Stick neutrals are possible in this setup, but they merely result in an Air Dodge, as expected.


C-Stick - Shield
This setup also has no unusual reactions, and is not likely to be used by many players.

On the ground, each of the 8 directions results in a Shield, no different than pressing L or R in the default configuration. The C-Stick alone cannot be used to move your shield, as might be expected, however you can still move your shield by holding any direction on the C-Stick and tilting the Control Stick. Pressing the Control Stick fully in any direction while holding any direction on the C-Stick will result in a Roll, Sidestep, or Jump as appropriate. (Note, if tap jump is off, then the Control Stick Up will obviously not result in a Jump)

In the air, the C-Stick functions exactly like a normal Shield Button. Each of the 8 directions results in an Air Dodge. Like C-Stick Grab, C-Stick neutrals are possible in this setup, but simply result in an Air Dodge, anyway.


C-Stick - Jump
Nothing notable here, either.

On the ground, all directions execute a normal first jump. Shield + any direction will result in a jump, as expected.

In the air, all directions result in a normal jump in the air. It is worth noting that, as described in the General Mechanics section, the C-Stick must return to neutral before another input can be registered. Like Grab and Shield, neutrals are possible, and result in Jump as expected.


C-Stick - Special
Finally, onto the most useful part of this guide, an investigation of all the new maneuvers recently found possible with C-Stick set to Specials. I will note that, in general, the practice of setting the C-Stick to Special Attacks is often referred to as "B-Sticking" for obvious reasons. Note first that it is not possible to charge moves that require keeping the Special button depressed using the C-Stick alone, however once you initiate the attack, if you quickly press and hold another Special Button, you can charge them.

For moves like Samus's Side-B, that have a different effect depending on whether the move is a smash or a tilt, the C-Stick alone will produce a Smash B only, regardless of the amount of pressure applied to the C-Stick or the amount of time the C-Stick is held. It is still possible to perform tilt B's, however, by pressing the C-Stick and the Control Stick in the same direction (Forward or Back). This is particularly notable because, as you will recall from the Smashes section, performing Ftilts could not be done using this method in the Smash setup.

Also of note in this section are C-Stick Neutrals, which have not yet been explained. In some configurations, it is possible to perform neutral moves with the C-Stick, in others it is not. To perform a C-Stick neutral, you simple press the C-Stick very slightly in any of the four diagonal directions. Moving the C-Stick completely in said direction will most often result in a Side, Up, or Down B move, but pressing it only slightly makes it possible to perform a Neutral B.

On the ground, and Auto "Reverse Aerial Rush," or Auto-RAR.
On the ground, while not moving, pressing the C-Stick in any forward direction will result in the expected Special in the forwards direction, and pressing the C-Stick in any backwards direction will result in the corresponding turnaround B move. For example, Back-Up results in a turnaround Up+B, and Back-Down results in a turnaround Down-B. Neutral B's are also possible while stationary on the ground.

While dashing, it is possible to perform an Auto-RAR, which will reverse your direction and make you jump, setting you up for a Bair. This can be either full hopped or short hopped, depending on how long the C-Stick is held. To do this, simply press any of the 3 backwards directions (Back-Up, Back, Back-Down) while dashing. This cannot be done while walking.

In the air, and "Recoil Specials," "Retreating Special," or "Wavebouncing"
In the air, with the Control Stick neutral, directional inputs produce results similar to the corresponding results while stationary on the ground. Moves directed backwards will result in a turnaround B, those directed forwards will perform the attack forwards, as normal. In both cases, momentum is preserved.

In the air, with the control stick directed forwards, moves directed forwards will react as above, with momentum preserved. However, moves directed backwards will result in a technique that currently has all 3 names listed in the section title. This technique results in your character performing the desired move, facing the current direction, but will result in varying amounts of backwards momentum being applied to your character, allowing for a "Retreating Special." In order for these to be performed, the Control Stick must be held forwards while the C-Stick is pressed in one of the various backwards directions.

B-Reversal
I will take a moment here to discuss a technique temporarily known as a B-Reversal now, in order to explain exactly what is occurring during a Retreating Special. If you initiate a Special attack in one direction, and then quickly press the Control Stick Back before the move begins, your character will reverse both their direction AND their momentum before performing the indicated Special attack. This is unique from the turnaround B, which was present in Melee, in that the turnaround B reverses only direction, but preserves momentum. The B-Reversal can also be used on the ground, even out of a dash, which further separates it from the turnaround B.

Recoil Specials can be performed without B-Sticking, as well. They are a combination of the turnaround B and the B-Reversal. To do so, you first initiate a turnaround B by pressing Back on the Control Stick, then B. Next, before the move executes, you press forward again, performing a B-Reversal. This combination of these techniques results in your direction being reversed twice, leaving you facing the direction you originally were, and your momentum being reversed once, which is quite plainly a Recoil Special. The reasons why B-Sticking Backwards in the air results in a Recoil Special are a little unclear, but this is what is actually going on. B-Sticking provides an easier way to perform the Recoil Special, and offers more pronounced results in some cases.

Not every move gains backwards momentum with this technique. Eventually, I will compile a list of every move that experiences backwards momentum with the Recoil Special. Here is a list created by 3GOD that may not be 100% accurate, but does appear to be: B-Reversal/Reverse Special List - Smash World Forums


C-Stick - Attack
The final C-Stick option, setting the C-Stick to perform Tilts. This style has some merit, though it also has its own peculiarities. This option may appeal to players who have difficulty performing Tilt attacks any other way, though the advantages it offers are considerably less than offered by C-Stick Smashes or C-Stick Specials.

On the ground, pressing the C-Stick in any forward direction, up, or down will result in the corresponding Tilt attack. Pressing any backwards direction, however (Back-Up, Back, Back-Down) will result in a Neutral A. Neutral A's can also be performed in the usual manner, by pressing slightly in any angled direction.

The Utilt, however, has some peculiarities. It is necessary to return the C-Stick to Neutral before input is read again, as with many styles, but if the C-Stick is rapidly given up inputs (Back-Up, Up, Forward-Up), your character may jump instead of performing the respective attack.

Similar to the Smash setup, with characters capable of crawling, if the Control Stick is held at a downwards angle, Back-Down or Forward-Down, and the character is crouched, all 8 directions on the C-Stick will result in a Dtilt.

Lastly, unlike in others attacking setups, where directional C-Stick movements will throw a grabbed opponent, in this setup, the C-Stick will perform a grab-attack. It will not throw an enemy.

In the air, the 8 directions perform aerial attacks identically to the C-Stick - Smash setup, with the exception that C-Stick neutrals are possible. For information on performing C-Stick neutrals, see the C-Stick Specials section. Also of note, since the C-Stick registers the equivalent to a tilted Control Stick in the Attack setup, it is impossible to Fastfall with the C-Stick in this setup.


In closing, I'd like to add that if you have any information I failed to mention, or if you find any errors in my data, please inform me. Additionally, if you feel you weren't credited for a technique you feel you contributed towards the investigation of, let me know, and preferably refer me to a thread where I can verify your involvement. I apologize for any credits I've left out, I compiled them quickly, and hope to be notified of additional contributors, so I don't have to search the entire forum for related posts.


Credits:
SamuraiPanda and EpicProportions, investigation into C-Stick neutrals, Auto-RAR, and Recoil Specials.
Panda's Discoveries! (New AT, Auto-RAR, and C-stick Neutrals) UPDATE: NAME DECIDED! - Smash World Forums

Jewdo, Drack, and willtheshadow, investigation into B-Reversal
B-Reversal - New Technique and Guide [now with video and replay data] - Smash World Forums

Zero9teen and Qinopio, thorough documentation of Recoil Specials.
An introductory look at Wavebouncing/B-Sticking - video - Smash World Forums

3GOD, compilation of moves that can be used with B-Reversal
B-Reversal/Reverse Special List - Smash World Forums


SSBB Tier List [TIERL]


Top Tiers:

1. Meta Knight
2. Snake

High Tiers:

3. Ike
4. Pit
5. Diddy Kong
6. Toon Link
7. R.O.B.
8. Mr. Game & Watch

Middle Tiers:

9. King Dedede
10. Zelda
11. Sonic
12. Wario
13. Ness
14. Luigi
15. Ivysaur
16. Olimar
17. Lucas
18. Link
19. Kirby
20. Peach
21. Falco
22. Wolf
23. Sheik

Low Tiers:

24. Jigglypuff
25. Zero Suit Samus
26. Fox
27. Charizard
28. Ice Climbers
29. Donkey Kong
30. Pikachu
31. Lucario
32. Squirtle
33. Samus
35. Captain Falcon

Bottom Tiers:

36. Bowser
37. Ganondorf
38. Yoshi
39. Marth
40. Mario

Wall clinging [WALLC]

Exclusive as in "non-inclusive" as in "Not everyone has it".
(NOTE: I did not discover wall clinging myself, I've just tested it a little bit while SSE:ing. Will test it out in Practice Mode soon)

So far I've discovered the following things (I apologize if none of it is new):
* You wall cling by holding towards the wall while jumping at it. You will cling to the wall once you've reached the peak of your jump. You can also, at any time that you're falling down next to a wall, tap towards it to cling to it! Both ways are regardless of which way you're facing.
* When you cling to the wall, you will not drop down at all. You will remain stationary on that wall. However, you cannot remain clinging to the wall for any longer than approximately 3 seconds, at which time you will automatically let go of the wall.
* Hitting up while wall clinging will cause you to simply do your second jump. Hitting away from the wall will cause you to do a wall jump.
* You can do any aerial (A or B) move from a wall cling.
* So far, I've done it with Squirtle and Sheik (I haven't really tried 'til just a minute ago when I discovered Squirtle could do it).
* While teching, I clung to the wall, which means you can Wall Cling from a tech. Not sure how this works yet, but you probably have to hold towards the wall while teching and that should cover it. It could be my eyes playing tricks on me and I jumped pretty much right away to not, you know, die, but I could've sworn I clung to the wall. More testing will be done.
* You can wall cling multiple times in a row (wall cling to a jump to another wall cling). There is a period of time after each wall cling where you cannot wall cling again, however, so it cannot be done to scale walls.
* Can be done on pretty any wall, including the sloping sides of Final Destination.
* Once you've clung onto a wall, all you can do is what amounts to a wall jump. In fact, Sheik's wall cling jump looks the exact same and takes her the exact same distance as her wall jump.
* Squirtle can wall cling, but not wall jump, meaning this gives certain characters who don't have a wall jump the ability to wall jump!
* On the flip side, certain characters can wall jump but not wall cling! Mario can wall jump, but not wall cling!

The Luigi "Wall Cling" (tested with Corneria and Shadow Moses Island):
Luigi has his own version of the Wall Cling. It can only be done by charging a Luigi Missile (you don't have to fully charge it, I have yet to test the extent to which you have to charge it, though) and diving headfirst into a wall. His head will become stuck for a moment and then he'll pull it out.

This technique is extremely unreliable, though, as it's quite random where on a wall you can get stuck. It seems as if you can only get stuck to set points of the Corneria fin, for instance. However, once your head becomes unstuck (takes a second), you'll be able to 2nd jump/Up B/Tornado right away, suffering no lag from the Missile itself. So kudos if you manage to get this down every single time. You do not regain your 2nd jump.

Tested so far:
Mario - Wall jump
Squirtle - Wall cling
Charizard - Neither
Ivysaur - Neither
Peach - Neither (figures)
Sheik - Wall jump and wall cling (WTF?!)
Zelda - Neither
Donkey Kong - Neither
Link - Neither
Samus - Wall jump
Kirby - Neither
Fox - Wall jump
Pikachu - Wall jump (ZOMG! Pikachu has a wall jump now!)
Marth - Neither
Luigi - Neither
Diddy Kong - Both
Pit - Neither
Meta-Knight - Neither
Falco - Wall jump
Ike - Neither
Snake - Neither
Yoshi - Neither
Ganondorf - Neither
Ice Climbers - Neither
DeDeDe - Neither
Lucario - Both. Up B:ing into a wall will cause Lucario to wall cling. His full wall cling jump and wall jump reaches as high and far as his first jump! He has to, however, land/get hit after an Up B wall cling to get his Up B back.
Ness - Neither
Bowser - Neither
Wario - Neither
R.O.B.(O.T.) - Neither
Pikmin & Olimar - Neither
Captain Falcon - Wall jump
Lucas - Neither
Sonic - Wall jump (wall cling status unclear, probably not)
Zero Suit Samus - Wall jump (and quite a funny wall jump. It looks like she's lunging forward reaching for something)
Jigglypuff - Neither
Wolf - Wall jump
Toon Link - Wall jump

So, in conclusion: People with wall cling:
Squirtle
Sheik
Lucario
Diddy Kong

Four, count them, four characters out of thirty-five.

Sheik, Diddy and Lucario are now officially broken for having both of these exclusive techniques (especially the wall cling which only 4 characters have).

Boo Sheik! Boo!


Weight and Fall List [W&F]

A little while ago I had a big math project for school. Since I’d just gotten Brawl and very much preferred playing it over doing homework I decided to combine the two and make my math project about Brawl. So I set out to figure out how the knock back system in Brawl works. To achieve this I looked at the “Fasted Launch Speed” at the end of match statistics. This shows how fast a character was sent flying and as such represents the knock back of a move. If you only connect with one move during a match this number will tell you the knock back of that move. So using the handicap function to set the percentage I tested many different moves on many different characters and found several patterns. First up, I found out that knock back is calculated after damage. So the percentage after the attack is what determines its strength. Next I figured out that like Melee each move can be divided in two parts, the base knock back that determines how much an attack would hit for at 0% (Which is theoretically impossible since knock back is calculated after damage) and an increment which determines how much the knock back increases for each attack. Both these parts are each affected by different attributes of the character that is being hit.


Weight:

This one was pretty simple to figure out since it’s the same as it was in Melee. The base knock back of a move is not affected by weight. So this only leaves the incremental knock back with damage. By calculating this incremental knock back against different characters and comparing it to the value I found for Mario I made the following weight table:

Bowser 1.111
Donkey Kong 1.091
Snake 1.076
Dedede 1.071
Charizard 1.061
Ganondorf 1.056
Samus 1.051
Yoshi 1.045
Wario 1.045
R.O.B. 1.040
Ike 1.035
Captain Falcon 1.030
Link 1.030
Wolf 1.020
Lucario 1.010
Ivysaur 1.010
Mario 1
Luigi 0.995
Sonic 0.985
Ness 0.980
Pit 0.980
Lucas 0.980
Diddy Kong 0.975
Toon Link 0.970
Ice Climber 0.970
Peach 0.960
Marth 0.944
Sheik 0.935
Zelda 0.935
Falco 0.919
Olimar 0.919
Zero Suit Samus 0.914
Fox 0.910
Pikachu 0.904
Meta Knight 0.904
Kirby 0.899
Squirtle 0.884
Mr. Game & Watch 0.884
Jigglypuff 0.849

The numbers in this table show the weight of a character compared to Mario, so Bowser is 1.111 times as heavy as Mario, Jigglypuff is 0.849 times as heavy as Mario. This table has proved to be 100% consistent with all moves I’ve tested.


Fall speed:

As I already said, base knock back is not affected by the weight of a character. However, different characters still have different base knock back for the same move. Upon further testing I found that this seemed to be related to the fall speed of characters. With characters like Jiggly and Samus having a low base knock back and characters like Fox and Wolf having a high base knock back. My theory is that this was added to account for the increased susceptibility that fast falling characters have to combos. I also found that the amount by which the base knock back for characters differs is not the same for all moves. For weaker moves it’s the same, but for stronger moves it seems to differ a lot. To account for this I took Ike’s fully charged forward Smash as a bench mark and assigned it a value of 100 for the deviation of its base knock back per character. This number is purely arbitrary but it does allow me to make a list to compare fall speed. This gave me the following list. Again I took Mario as a benchmark, hence he has a value of “0”.

Jigglypuff -0.78
Samus -0.54
Olimar -0.47
Kirby -0.44
Lucario -0.40
Peach -0.37
Luigi -0.32
R.O.B. -0.32
Zelda -0.26
Marth -0.25
Toon Link -0.16
Ivysaur -0.16
Ness -0.12
Yoshi -0.05
Pit 0.00
Mario 0
Mr. Game & Watch 0.01
Ice Climber 0.07
Snake 0.16
Donkey Kong 0.20
Ike 0.28
Dedede 0.29
Wario 0.30
Charizard 0.33
Sonic 0.33
Pikachu 0.40
Zero Suit Samus 0.44
Link 0.46
Lucas 0.49
Diddy Kong 0.55
Meta Knight 0.68
Bowser 0.91
Ganondorf 0.91
Captain Falcon 0.92
Squirtle 1.05
Falco 1.23
Wolf 1.84
Sheik 2.21
Fox 3.41

It should be noted that these numbers shouldn’t be takes as absolute values. They show how much a character deviates from Mario. So you can’t say “Fox falls 3 times as fast as Squirtle” but you can say “The difference between Fox and Mario is 3 times larger then the difference between Squirtle and Mario”.


How much of an impact do these two values have on knock back?

As a general rule you can say that weight has far more of an impact on knock back then fall speed. For example, Jiggly falls significantly slower then Bowser and as such takes less base knock back. But in most situations she’s still fly faster because of the weight difference. The only time fall speed makes a noticeable difference is with fairly weak moves or at low percentages. As such the added knock back fast fallers get from attacks should not have much of an impact on their survivability.


The mathematical formula

For the purpose of posting this here I’ve cut out most of the math. However, I would like to include the formula for calculating knock back:

v = d * a / m + b + f * c

v = is the velocity a character has when it flies away.
d = the damage the character has after the attack
a = is the incremental knock back of a move on Mario
m = the weight of the character being hit from the list I posted
b = the base knock back of a move against Mario
f = is the value in the fall speed list above
c = is a value that determines how much the base knock back differs based on fall speed. For attacks where b is smaller then 2200 (the vast majority of moves in the game) this value is 100. For attack above 2200 it seems to vary between 70 and 170.


Other interesting facts I found while testing

First up, the percentage given in the game is not very accurate. The percentage a character has is internally tracked as a decimal number, but only displayed as a number without decimals. So a character with 90.5% will fly further then one with 90.0% even though the game will display both as having 90% damage. The same is true for moves, many moves don’t do a whole number of damage. Ike’s Forward Smash for example does roughly 32.3% damage when fully charged. Also, the game does not stop counting at 999%. So taking damage above 999% will still increase the knock back you take, even if the added damage is not shown in the game. To account for this I worked out what real damage that moves did by using it over and over on a single character in a box shaped level I made (obviously with a suicide after each attack to reset the diminishing returns) and then for all my other tests I set the starting damage with the handicap mode to ensure it was a number without decimals. This way I could calculate the exact damage after a given attack with decimals.

There is a maximum knock back a character can take, namely 80529mph. However, this takes an enormous amount of damage to reach. For example, Marth Final Smash, which is the strongest move I tested will do roughly 80000mph against a Jiggly at 300%. Many other moves won’t even reach this maximum at 999% damage. Obviously such a knock back results in instant death.

The knock back displayed is given in “Miles per hour”. However, this is quite obviously complete bull since the numbers don’t match up with what’s happening on the screen. A knock back of 1000mph will hardly move a character, which is clearly nonsense. However, this does not matter for the weight list I’ve derived from it since it’s based on the relative differences in knock back between different situations, not on what the absolute numbers are. My guess is that it’s simply an internal number that they’ve added a unit to too show what it represents.

Wiimotes don’t give a perfectly consistent signal. I used Wiimotes for testing because they’re wireless and it would happen fairly frequently that an attack would go of early while charging it. Which probably happens because of a break in the signal which the game interprets as the player releasing the button. However, these breaks seemed to be very short, probably only a few frames, so for anything other then charging attacks it shouldn’t be very noticeable.

Buffering [BUFF]

I don't think the forum has a buffering guide yet, which is a shame, because buffering affects gameplay on a fundamental level - the way we're allowed to give our characters inputs. In light of that, I decided to do research on Brawl's buffering system and put a guide together.

What IS buffering?

Buffering is a feature found in many fighting games. It allows you to enter a command before your character is done with its current action (within a certain time frame, of course,) and the command will execute as soon as your character can perform that action. In other words, it lets you enter commands early. Now that you know what buffering is, let's take a look at how Brawl handles buffering.

General Rules

- The game will retain inputs for slightly more than 1/5th of a second (~13 frames). I tested this in Training Mode, by setting the speed to 1/4 timing how late I can buffer a move with a stopwatch (and obviously, dividing that time by 4.)

- Inputs are handled in the same order they're received. For example, if you're landing from an air dodge and input {Y, Y, Forward + A} shortly before you land, your character will jump, then immediately double jump, and immediately start a forward air.

Buffering on the ground

- If you're holding Back, Forward, Down, or Shield at the time that your character becomes able to act, it'll simply start to walk, crouch, or put up its shield and "forget" to do any action you might've buffered. So if you plan on buffering a Forward Smash or Down Smash using the Analog Stick, don't forget to return it to its initial position. Unfortunately, this also means that buffering a dash is a pain in the *** - you have to buffer the dash, return the stick to neutral, and then hold forward after your character's dash comes out if you want to continue running.

- The above rule has a minor exception - if you buffer a move after a Down Tilt, holding down won't cancel the buffer because your character is already crouching anyways.

Buffering in the air

- There are no commands that'll cancel buffering while in the air.

- Like in Melee, you can buffer a mid-air jump or a Meteor Cancel while stunned. (Careful, though, hitting the Jump button too early will prevent you from Meteor Canceling with the Jump button. However, there's no penalty for using the analog stick.)

- You can't buffer early air dodges, aerials, or Z Button tethers while stunned from an attack.

- Landing during an air dodge has the same lag as landing normally, so you can air dodge before you land to buffer your next move without doing any aerials.

Buffering while in Shield Hit Lag

- You can't buffer rolls during hit lag; the game just interprets it as Smash DI. Can't buffer sidesteps either. You have to wait for hit lag to be over and buffer them during shield stun instead.

NOTE: Buffering while in shield hit lag is a little bit weird...the game seems to handle it differently when an attack has a very large amount of Hit Lag. I've noticed that the game will retain inputs made during the hit lag from shielding far longer than the usual time frame (for example, inputting a shieldgrab while shielding the Halberd's beam, or while shielding two of Samus's Charge Shots back to back.) Putting two and two together, maybe the game handles the commands differently because you're inputting them outside the time frame for "real" buffering? In any case...

- If the attack has a very large amount of hit lag (e.g. Samus's fully charged Charge Shot, Dedede's F-Smash), only Jump and Shieldgrab inputs can be buffered. If a Shieldgrab is buffered, it always takes precedence over jumping, even if you input the jump first. To buffer other actions, you have to wait until hit lag is over and your character enters the shield stun + knockback phase.

- If the attack has "normal" amounts of hit lag (i.e. most attacks would fall into this category), buffering seems to behave as it normally would.

Buffering while in Shield Stun

- Unlike buffering during hit lag, I didn't find any quirks in the buffering system in this phase.

- If you aren't holding the shield button when your character comes out of stun, any buffered commands will be forgotten and your character will simply drop its shield. (You can, however, buffer a move during those few frames of lag you get from dropping your shield.) You can also override buffered commands with a roll or sidestep as soon as your character becomes unstunned, but the timing makes it impractical.

Examples/Applications

- Buffering an attack during the landing lag of an aerial.
- Buffering an attack during the lag time from dropping your shield.
- Buffering JC'd Up Smashes, Up Bs, or aerials out of the shield.
- Buffering dash-grabs during Dedede's chaingrab.
- Buffering shines during Fox's reflector semi-infinite wall combos for greater precision.
- Buffering a shine when performing "jump-canceled" shines with Fox.
- Buffering the next attack in a combo (e.g. buffering an up-tilt after Fox's d-air, or an up-tilt after ZSS's dash attack.)
- Buffering a Dash Attack and Up Smash while your character is lagging from something else to perform Smash Boosting easily.
- Buffering an Air Dodge during the start-up frames of your ground jump to air dodge immediately.

Glossary of Terms

- Hit Lag/Shield Hit Lag: The frames after you get hit, or shield an attack, during which your character (and usually the opponent as well) remain "frozen." Very obvious with powerful attacks like Samus's Charge Shot. For reference, these are the frames during which you use Smash DI.
- Hit Stun: The frames that come after the Hit Lag frames; your character isn't "frozen" any more (and is usually flying in some direction,) but you can't perform actions yet.
- Shield Stun: The same thing as Hit Stun, except when shielding. I.e. The frames after Shield Hit Lag during which your character is sliding from the attack, but you can't perform actions yet.


Basics [BASIC]

The majority of players never improve that noticeably because they tend to focus on the wrong aspects of the game. They focus on their particular character and what moves they feel are good for their character, while ignoring the biggest hurdle that is preventing them from making giant leaps of improvement: the basics. These are the fundamentals that can be applied to every character in any smash brothers game.

When playing with various people I frequently hear someone say after just losing a stock, "Darn, I should have done ______" and they ponder what they should have done differently in that particular situation. What they SHOULD be thinking is, "how did I let myself get up to 150% before that last hit removed a stock"

When people ask Isai (undisputed best ssb and great ssbm player) what they should be doing differently he replies, "don't get hit". Because Isai is known for his eccentricity, most players laugh and shrug this invaluable piece of advice off. Azen is also noted for saying "don't jump into the rape" which is essentially the same piece of advice.

Friends, do not make the mistake of taking these words lightly. Think about them carefully. That being said, I believe these are the two most important aspects of any smash brothers game:

1) Spacing
2) Minimizing Risks

Spacing - One of the most common mistakes I see is that players will focus most of their attention on their own character, while looking at their opponent with their peripheral vision. This should be the opposite...why do you need to look at your own character that intently? You know what you are going to do...what you don't know is what your opponent is going to do. You can't space yourself properly if you aren't looking at your opponent.

The biggest hurdle to proper spacing is movement. Try watching a random youtube brawl video and notice the use of only THREE types of movement.

a)rolling
b)jumping towards the opponent
c)dashing

Let's say characters (A) and (B) are facing each other with a space in between them: (A)_______________(B) . Character (A) decides to perform a short hop aerial that has little lag towards (B). Most players will either roll or dash away. You can block as well, but let's say (A) is Marth who is spacing himself at a distance that you can't shield grab afterwards. What many people fail to consider is simply WALKING a half an inch away. Now you are in a position to execute any command at your disposal. By rolling, or dashing away...you cannot immediately execute another command until the rolling/dashing animation has finished. You have to realize this isn't a demonstration on what you should do in a particular situation, but it is only meant to illustrate the benefits of walking to properly space yourself. Walking can also be used to avoid dash attacks. Smash brothers registers such fine movements on the analog stick that many times it is hard to notice any change in movement and your opponent may just interpret that situation as a missed dash attack when in reality you spaced yourself by moving slightly out of its range. This also applies to jumping. When you do an aerial attack toward an opponent, you don't need to jam your analog stick all the way towards them. Brawl allows you to have a lot of aerial control so that you can allow yourself to hit them with the very tip of your attack, thus protecting your body as much as you can.

Now that you are no longer harnessed by the movement constraints of the predictable scrub, let's look at two common glaring instances of poor spacing. When an opponent has either fallen on the ground, or is hanging on the edge in a position that they are able to do a "get up-attack" , you constantly see people getting hit by their opponent attacking out of those defensive positions. People tend to face the dilemma of not wanting to get hit, but also wanting to be close enough to punish their attack. All this requires is carefully walking to the safest distance. Unfortunately, most people get hit...take the 7% (i don't know how much it really is) damage and shrug it off. Who cares it's only 7%. But it is these small attacks that add up to the final blow that takes your stock off.

Poor spacing leads to another big problem I see: spamming/committing to attacks. When players poorly space themselves and find themselves close to their opponent in a position they had not predicted, the mashing of buttons ensues. Avoid this at ALL costs, every command should be carefully executed and intentional. Furthermore, if you properly spaced yourself there is no need to panic and hit random buttons since you are at a safe distance from them (you ARE at a safe distance right?).

Also, you should never fully commit to an attack if your opponent has reacted differently than you intended. What I mean is you should never have a preconceived notion of what you are going to do, regardless of what your opponent is doing. You are probably thinking that you don't do this...but we are all of guilty of doing it one time or another. Let's go back to that first example of the two characters facing each other. Let's say as Marth you intend to do a f-air toward character (B) but at the last second you see (B)'s shield go up. Many players are unable to quickly make another decision so they decide to commit to their first intention of doing a fair, in which they will most likely get shield grabbed. Now let's turn the tables and say I am player (B) who is holding the block. Let's say that the Marth notices the shield go up and adjusts his attack so that the fair goes through the block and ends up on the opposite side of character (B). I don't know how many players I've done this to who still tries to shield grab despite me being on the opposite side of them. This is because they had the notion that they were going to shield grab and were unable to adjust when Marth ended up on the other side of them. Do not fall into this trap of committing to attacks too often. You should constantly be adjusting what you are doing in reaction to what your opponent is doing.

Minimizing Risks can probably be best illustrated with an example. Let's say Marth and Sheik are facing each other and Sheik is blocking. Bad Marth players are notorious for spamming his forward smash, but in this situation, it is the most risky command you can perform. The Sheik has 5 options while holding block. She can:

1) continue holding block
2) roll left
3) roll right
4) spot dodge
5) jump

Assuming that Sheik chooses at random what move to do, the only way you are going to connect is if she jumps. That means at random, you have an 80% chance of being punished for this decision. This usually translates to mainly relying on moves that don't have a lot of lag, but defensively this concept is invaluable. If you just got hit off the stage and your opponent is waiting for you to get back on, many players will try to time an aerial so they hit the person trying to edgeguard them. You take the risk of being sent even further off the stage, whereas it is MUCH less risky to wait for them to approach you and air dodge back on the stage.

On a side note, doing these things alone probably won't win you games. You need to find creative ways to hit your opponent. Forget about terms such as "mindgames", which gets thrown around way too often. Just worry about playing smart. The majority of youtube brawl videos I see look more like turnbased RPGs than smash brothers. One person attacks, then another person immediately approaches and attacks, and on and on. You need to be able to have enough control over your game that you can prevent yourself from immediately executing a command. This is why rolling works so well against so many players. Players are unable to pause even for a moment in their flurry of attacks and movements.

In order to combine these principles effectively, most people must abandon bad habits which initially will most likely make you perform worse. This also means that you will probably have to slow your game down. Furthermore, playing against computers nonchalantly reinforces committing to attacks, spamming, and poor spacing because they do not tend to punish you for your mistakes. You may have heard the popular phrase, "practice makes perfect". I do not agree entirely with this adage, but feel that Vince Lombardi was closer to the truth: "practice does not make perfect, only perfect practice makes perfect". If you are going to practice against a computer, I find the most effective way to do this is by playing a level 1-3 (no higher) CPU and take it seriously. Make every move hit, and make sure every move is intentional. Don't worry about combos and flashiness. Worry about being in complete control of your character. Move around, put yourself in awkward situations. You don't have to constantly be attacking as if you were recording a combo video. Slow your game down and you will think of different things to do in different situations.

In summation...don't get hit.

True Combos [TCOMB]
What This Is
These are lists of the true combos discovered in Brawl. The opponent can't airdodge, double jump, attack, tech, or shield during the sequence of attacks.

The first moves listed under a character are the truly inescapable combos. The second set shows combos that can only be escaped through DI.

The second list is for combos that involve using attacks that "stay out." In other words, you're creating multiple existing hitboxes.

All of these combos were tested against a Mario at 0% in training mode. Smash DI with a second controller in slow motion was used in the testing of the inescapable combos.

It's likely I've missed some combos. If you know any that aren't on the list, test it first, and then post it here please.

Here are posts that show all of the combos that have been suggested thus far, and weren't correct. No jabs lead into combos.

Smash World Forums
Smash World Forums
Smash World Forums
http://smashboards.com/showthread.ph...19#post4489719
http://smashboards.com/showthread.ph...89#post4521389
http://smashboards.com/showthread.ph...=1#post4551310

If I respond to a combo simply saying, "This isn't a true combo," be rest assured that I have throughly tested it.


Criteria For The List
- No chainthrows
- No walls
- Combos requiring setting up, I.E. bananas, mines etc, are in their own list
- No jab locks
- Attacks causing tripping are only included if it has at least a 50% chance of doing so
- Has to work on at least half the cast
- Please use the consecutive hits counter before submitting a combo. Most often that will tell you

For an inescapable, all moves in the combo, expect the finisher, have to have one of these three qualities...
- Set knockback (can't be DId)
- Trips
- Stuns


How to Read the List
To learn the abbreviations, follow this link...
Wavedashing, L-cancelling, All The Terms! Read First! Update 12/23/2007 - Smash World Forums

Assume all combos are being done to a standing opponent.

Example Combo
Quote:

F-air(L) (0-105%):
> D-tilt (50-70%)
> Jab x3 (%)
Thanks to Ulevo for suggesting this new format!

Quote:

F-air(L) (0-105%):
This is the starter. The name of that attack is given first. If the text of the name is white, that means the combo is inescapable. If the text is green, then the combo can be escaped with DI.

If the attack is an aerial, a letter in parenthesizes will appear to tell you how to use it.
(A) Auto-cancel. You have to complete the move in the air, to avoid any landing lag.
(L) Land-cancel. You have to use the aerial at the very last moment before touching the ground. The landing lag for this move is shorter then the air lag.

"(#-#%)" This tells you at what percent the combo works at. The first number is the minimum, and the last is the maximum. These percents are based on Mario. Some adjusting will be needed against other characters. Some inescapable combos become combos escapable with DI when you go past the listed maximum. If it says "high %," that only means they have to be somewhere higher then 0% for the combo to work.

Quote:

> D-tilt (50-70%)
> Jab x3 (%)
Attacks following the starter are listed next. Different possible attacks are separated with a ">". If the text is white, then the attack finishes the combo. If the text is red, that means the attack doesn't end the combo. To see what could be done next, find the attack listed as a starter.

Some attack have a smaller percent range then the starter for working. It will be listed the same way as before. A "%" alone means the attack works in the same range as what the starter has listed.

Attack Modifiers
Note: Most of the time when you have to do an U-smash, you have to do a foxtrot first to get a slide.

"trip" The attack has to make the opponent fall down for the combo to work.

"Air:" This combo is done entirely in the air.

"Dash" Do a dash attack. Usually you have to do the quick version by tapping forward on the control stick, and down on the C-stick.

"Glide" Do a glide attack near the ground.

"weak" Hit with the weak timing of a sex kick, or the weak part of a hitbox.

"strong" Strike with the hardest hitting part of the attack, usually this means the very start.

"first hit" Make contact with ONLY the first hit

"spike" Hit with the part that sends straight down.

"backwards" A few attacks, mainly U-tilts, work differently if your back is facing the opponent

"angled up/down" Some F-tilts and F-smashes can be aimed by holding the control stick slightly above or below. A few of these moves have different properties when angled.


The Combos

Bowser
Unknown

Captain Falcon
weak F-air(A) (0-105%):
> Jab x3
> Dash
> F-tilt
> D-tilt

weak F-air(A) trip:
> ?

first hit N-air(L) (0-999%):
> Jab x3
> N-air
> F-tilt
> Dash

D-air(A) spike (high %):
> B-air
> U-air

U-air(L):
> Jab x3

Charizard
Glide:
> F-tilt

Diddy
U-air(L) (22-29%):
> U-tilt
> U-smash
> U-air

strong N-air(L):
> U-air
> N-air
> U-tilt
> U-smash
> F-air

Dash:
> U-smash
> U-tilt
> F-air

U-tilt (10-27%):
> U-tilt
> U-smash

D-tilt (33-##%):
> D-tilt

DK
D-throw (0-6%):
> F-tilt

Side-B (0-999%):
> Most anything, it depends on percent. In early percents, attacks won't un-bury the foe.
> Side-B

D-tilt trip (0-54%):
> D-smash
> F-tilt
> Jab x2
> U-tilt
> D-tilt

Falco
D-throw:
> Dash
> U-smash
> Down-B
> F-tilt
> U-tilt
> F-air
> D-air
> Neutral-B
> N-air
> B-air

Dash:
> U-smash

weak Dash (high %):
> Jab x2

last hit N-air:
> U-tilt
> F-tilt
> Dash
> Jab x2
> Down-B

D-tilt (high %):
> Jab x2
> U-tilt
> D-smash
> Down-B

SH Neutral-B(L) (0-999%):
> Jab x2

strong D-air(L):
> U-tilt
> D-smash
> Jab x2
> D-tilt
> U-smash
> F-tilt
> D-air
> F-smash
> F-air
> N-air
> B-air
> Neutral-B
> Down-B

U-air(L):
> U-tilt
> Jab x2
> Down-B

Fox
strong N-air(L):
> backwards U-tilt
> Dash
> Jab x2

D-air (high %):
> U-tilt
> D-smash
> U-smash
> Jab x2
> Down-B
> D-tilt
> F-tilt

G&W

first hit N-air(L):
> Jab
> D-tilt

U-tilt (high %):
> Up-B

N-air(A):
> N-air
> U-air

Ganondorf
Side-B (0-999%):
> Jab
> D-tilt
> F-tilt

U-smash:
> Jab

D-throw:
> Dash
> Down-B

D-air(A) (0-47%):
> F-tilt
> U-smash
> Up-B
> Jab
> N-air
> U-air
> B-air

Ice Climbers (Popo alone)
Inescapable
To be done

Ivysaur
backwards, don't do last hit, N-air(L):
> U-tilt
> Neutral-B
> F-tilt

Ike
N-air(L):
> Jab x3
> U-tilt
> B-air

Jigglypuff
U-tilt (0-6%):
> U-tilt
> N-air

D-air(A) (53-132%):
> Down-B
> Jab x2

King Dedede
D-tilt trip (0-15%):
> D-tilt

D-throw (0-999%):
> F-tilt

Kirby
Inescapable
D-tilt trip > F-smash (0-160%)
backwards U-air > U-tilt (0-33%)
U-tilt > U-tilt
strong N-air > Jab x2
D-air > F-tilt

Escapable with DI
B-air > F-tilt

Link
Inescapable
Z-air > U-smash/Dash (0-311%)
strong N-air > D-smash
first hit F-air > Jab x3/D-smash

Escapable with DI

Lucario
Inescapable
Side-B > Jab (0-12%)

Escapable with DI
weak Dash > U-tilt (High %)
Air: F-air > F-air > N-air/U-air/D-air (high %)
U-tilt > U-tilt (high %)

Lucas
Inescapable
D-throw > U-tilt (0-17%)
Neutral-B > PKT1 > PKT2 (0-1##%)
D-air last hit > ?
U-air > Jab x3

Escapable with DI
D-throw > U-air

Luigi
Inescapable
D-tilt trip > Up-B (0-96%)

Escapable with DI
N-air > U-tilt
D-throw > U-air
D-air > Jab x3

Mario
D-air(L) (0-999%):
> Jab

strong N-air(L)
> F-tilt
> D-tilt

D-air(A):
> Up-B

Marth
Inescapable
U-air > U-smash/U-tilt (0-17%)
weak F-air > Side-B forward x4 (0-36%)
first hit N-air > Up-B (0-3##%)
F-throw > F-smash (0-5%)

Escapable with DI
D-tilt > Side-B forward x4

Meta Knight
D-tilt trip (0-71%):
> F-tilt x3
> Dash
> Up-B
> U-smash
> Jab
> D-tilt
> D-smash

D-tilt (high %):
> D-tilt
> F-tilt
> D-smash

first hit B-air(L) (0-999%):
> N-air
> U-tilt
> U-smash
> Jab
> F-tilt
> D-air
> Up-B
> U-air

strong N-air(L):
> D-tilt

Glide:
> U-air
> U-smash

U-air(A):
> Neutral-B multiple input
> U-air
> Up-B
> D-air
> N-air
> B-air
> F-air

first hit F-air(L) (0-999%):
> Up-B

D-throw:
> U-smash

Ness
Inescapable
U-air > U-tilt
D-tilt trip > U-smash (0-999%)
B-air > Jab x3
weak N-air > ?
PKT1 > PKT2

Escapable with DI
Dash > U-air
D-air > U-air
D-throw > F-air

Peach
Inescapable
D-tilt > U-tilt
strong N-air > Jab x2
strong B-air > Jab x2

Escapable with DI
Air: D-air > U-air/Up-B
D-air > U-tilt
F-air > F-tilt

Pikachu
U-tilt (0-15%):
> U-tilt
> U-smash
> U-air
> N-air

D-tilt trip:
> D-tilt
> Jab
> F-tilt
> U-smash
> Dash
> D-smash

U-air(A) (high %):
> U-air
> N-air

Pikmin & Olimar
D-throw (0-12%):
> F-air (%)
> U-smash

U-throw (0-12%):
> F-air (%)
> U-smash

Pit
Inescapable
weak B-air > F-smash (high %)

Escapable with DI
Glide > U-smash
D-throw > U-air
Air: D-air > N-air

ROB
Inescapable
D-tilt trip > D-smash (0-75%)

Escapable with DI
U-tilt > U-tilt

Samus
Inescapable
Z-air > Dash (0-11#%)
N-air > Jab x2/Dash

Escapable with DI
U-tilt > U-smash/U-air (high %)
D-air > U-smash/U-air (high %)
U-air (don't do last hit) > U-smash/Up-B

Snake
Inescapable
Unknown

Escapable with DI

Sheik
Inescapable
F-tilt > F-tilt > U-tilt/U-air/U-smash (31-75%)
strong N-air > D-smash/Dash
F-air > D-smash

Escapable with DI
D-throw > U-air

Sonic
Inescapable
strong N-air > Jab x3

Escapable with DI
Air: F-air > F-air
Side-B/Down-B > jump cancel hit > aerial
Side-B/Down-B > jump cancel hit > footstool jump > Up-B > D-air
U-throw > U-air

Squirtle
Inescapable
B-air > Jab x3/F-tilt (0-61%)

Escapable with DI
N-air > Jab x3
Air: U-air > U-air > F-air (high %)
U-tilt > U-tilt (0-17%)
F-tilt > Jab x3 (high %)
F-air > Jab x3

Toon Link
Inescapable
Dash trip > D-smash (0-999%)
B-air > ?

Escapable with DI

Wario
Inescapable
strong N-air > Jab x2

Escapable with DI
U-air > Up-B

Wolf
Inescapable
first hit N-air > F-smash (0-23%)
weak F-smash trip > F-smash (0-170%)
B-air > Jab x3/F-Smash (0-26%)
D-tilt trip > F-smash

Escapable with DI
D-air > B-air (high %)
Down-B > Jab

Yoshi
Inescapable
Neutral-B > ?
N-air > D-smash

Escapable with DI
Air: B-air > B-air/U-air/N-air
B-air > U-tilt

Zelda
D-tilt trip (0-82%):
> D-tilt
> Jab
> Dash
> D-smash
> F-tilt
> U-smash

D-tilt (49-82%):
> D-tilt
> D-smash
> Jab
> Dash
Zero Suit Samus
Inescapable
angled down F-tilt trip > angled down F-tilt (0-29%)
Neutral-B > Dash/F-smash (0-999%)
D-smash > D-smash > Jab x3 (33-999%)

Escapable with DI
N-air > Dash
Up-B > Up-B
D-throw > F-air


Autocancel aerial [AUTOA]
This is a technique some of us have been doing for a while now, possibly without even realizing it. Hopefully I can explain it a little better and it can possibly see some wider use. This is not the same as regular auto lag cancelling aerials in which the move has ended before the character lands.

Autocancelling is when an aerial's animation is cancelled at a certain point in its duration by touching the ground. This puts the character into their nuetral standing position out of which any move can be done. This is usually during the begining of the aerial's animation although the time window is slightly different for each.

It doesn't work with some aerials for one of two reasons:
1. The move's hitbox does not come out before it autcancels on the ground.
2. The move has a specific landing animation that overrides the cancel.

This is a list of all aerials that the hitbox will come out and still have the move be cancelled this way.


Mario
Uair, Nair, Bair

DK
Bair

Link
Bair, Fair, Nair

Samus
Bair, Fair, Nair, Uair, Dair

Kirby
Uair, Nair

Fox
Nair, Dair

Pikachu
None

Marth
Uair, Nair, Fair

Game and Watch
Bair, Nair, Uair

Luigi
None

Diddy
Bair, Nair

Zelda
Nair

Sheik
Fair, Bair, Nair

Pit
None

Metaknight
Fair, Bair, Uair

Falco
Bair, Dair, Nair

Squirtle
Fair, Bair, Nair

Ivysaur
Bair, Nair

Charizard
None

Ike
Nair

Snake
None

Peach
Fair, Uair, Bair, Nair, Dair

Yoshi
Bair, Nair, Uair

Ganondorf
None

Ice Climbers
Nair

King Dedede
None

Wolf
Bair, Uair, Nair

Lucario
Nair

Ness
Fair, Bair, Uair

Sonic
Bair

Bowser
None

Wario
Uair

Toon Link
Bair

ROB
Bair, Nair

Olimar
Fair, Bair

Captain Falcon
Uair, Nair

Jigglypuff
Bair, Uair, Fair

Lucas
Bair, Uair

Zero Suit Samus
Uair, Bair, Nair

I'm sure there will be a good amount of controversy over some of these because of how precise some of the testing has to be. Some aerials have so little lag even when not autocancelled that it is hard to notice the difference. However if you jab immediately after both, the autocancelled one will come out noticably faster.

If I have made any errors please feel free to tell me about it. I'm by no means an expert with every character so it's pretty likely that I made a mistake or two.

B move edge momentum [BMEM]
As you may or may not know, different special moves in Brawl have strange effects on momentum when used while running off the edge of a stage or platform. Most notable of these are Mario's cape and Lucas's PK Thunder. Here are videos showing both. These techniques are done by running toward the edge of any stage or platform and just as you are approaching the edge, but before you step off, using the B move.

YouTube - Mario Cape Glide/ACE/thing
YouTube - Edge Momentum PK Thundering

After considerable testing I have compiled a list of moves that this is possible with. Not all of these are incredibly useful and work to varying degrees.

After further testing I have also discovered that any sliding or boost B move can be reversed to switch your momentum in the opposite direction. To do this, as you approach the very edge of a platform or stage, press the B move you want and then very quickly slam the analog stick back. The timing differs between B moves and some of them are extremely fast. This works with most B moves from the edge of platforms or stages. It does NOT work with PK Thunder and a few others for some reason. This uses the same general principle of B reversals used in the air to change momentum but is different in that it is done from the very edge of a stage or platform rather than in the air. This means that moves that have different effects when used on the ground rather than in the air will have the ground effect while being used in the air such as the Ice Climbers' down B. In addition, boosted B moves still have the same distance boost from the edge but reversed in the opposite direction.

Both momentum shifts shown in video by Kupo15
YouTube - B boost ledge Jumping

Stop = The B move initially stops all momentum when used on the ground.
Edge Stop = The B move allows the character to slide but forces the character to stop when it reaches the edge of a stage or platform
Slide = The B move will allow the character to slide off of the edge of a platform or stage keeping the intial horizontal momentum from running.
Boost = The B move when used off the edge of a platform or stage increases horizontal momentum sending the character further than he normally would go.
Cancel = The B move cancels entirely, showing the very begining of the move but then not executing it.

Mario
Standard - Slide
Forward - Boost
Down - Edge Stop
Up - Stop

Donkey Kong
Standard - Slide
Forward - Boost
Down - Edge Stop
Up - Slide

Link
Standard - Edge Stop
Forward - Boost
Down - Edge Stop
Up - Cancel/Slide*
Link's Up B will cancel if you charge it and you slide into a ledge but if you begin the move before you slide off will result in a falling Up B

Samus
Standard - Cancel/Slide*
Forward - Cancel/Slide*
Samus's standard and forward B moves will both cancel if the shot has not come out when she hits the edge but will slide if the shot has begun to come out when she has reached the edge.
Down - Stop
Up - Stop

Kirby
Standard - Edge Stop
Forward - Cancel
Down - Edge Stop
Up - Stop

Fox
Standard -Edge Stop
Forward - Slide*
Sliding Fox's Forward B will sometimes cause him to move down a little before using it. I don't know why.
Down - Slide
Up - Boost

Pikachu
Standard - Edge Stop
Forward - Stop
Down - Boost
Up - Stop

Marth
Standard - Edge Stop
Forward - Slide*
Sliding Marth's Forward B will sometimes cause him to move up a little and other times won't. It seems to move him up slightly more than just using forward B in the air. I don't know why.
Down - Stop
Up - Stop

Mr. Game and Watch
Standard - Slide
Forward - Boost
Down - Boost
Up - Stop

Luigi
Standard - Slide
Forward - Slide
Down - Slide
Up - Stop

Diddy
Standard - Edge Stop
Forward - Stop
Down - Boost
Up - Edge Stop

Sheik
Standard - Boost
Forward - Stop
Down - Slide
Up - Boost

Zelda
Standard - Slide
Forward - Slide*
Zelda's Forward B while used in the air automatically makes her float a little bit. I can only assume that is what is happening here rather than a boost.
Down - Slide
Up - Stop

Pit
Standard - Slide
Forward - Slide
Down - Slide
Up - Cancel

Metaknight
Standard - Slide
Forward - Stop
Down - Slide
Up - Stop

Falco
Standard - Edge Stop
Forward - Slide
Down - Slide
Up - Boost

Squirtle
Standard - Stop
Forward - Slide
Down - Stop
Up - Stop

Ivysaur
Standard - Edge Stop
Forward - Slide
Down - Stop
Up - Edge Stop

Charizard
Standard - Stop
Forward - Edge Stop
Down - Stop
Up - Stop

Ike
Standard - Edge Stop
Forward - Edge Stop
Down - Edge Stop
Up - Stop

Snake
Standard - Edge Stop/Slide*
Snake's Standard B move will stop at the edge if he is still holding the grenade but will continue sliding if he is in the process of throwing it.
Forward - Slide
Down - Edge Stop/Slide*
Snake's Down B move will stop at the edge if he has not yet layed a C4 but will continue sliding if he's is activating the C4.
Up - Stop

Peach
Standard - Slide
Forward - Boost
Down - Slide
Up - Stop

Yoshi
Standard - Boost
Forward - Stop
Down - Stop
Up - Slide*
Increased forward motion I assume is due to the properties of Yoshi's Up B rather than the abnormal boost of other B moves.

Ganondorf
Standard - Stop
Forward - Stop
Down - Slide
Up - Slide

Ice Climbers
Standard - Cancel
Forward - Slide
Down - Slide
Up - Slide

King Dedede
Standard - Stop
Forward - Edge Stop
Down - Slide/Edge Stop*
If Dedede is in the process of charging the hammer he will continue sliding but if in the process of swinging will stop at the edge.
Up - Slide

Wolf
Standard - Edge Stop
Forward - Slide*
Wolf's Forward B if used while sliding off an edge will cause him to go down a little before starting the move in the same manner as Fox's. I don't know why.
Down -Slide
Up - Boost

Lucario
Standard - Edge Stop
Forward - Edge Stop
Down - Stop
Up - Slide

Ness
Standard - Slide
Forward - Cancel
Down - Slide
Up - Slide

Sonic
Standard - Stop
Forward - Stop
Down - Edge Stop
Up - Stop

Bowser
Standard - Edge Stop
Forward - Cancel
Down - Stop
Up - Slide*
As in Yoshi's case I assume the horizontal increase is due to the properties of the move rather than a boost.

Wario
Standard - Slide (falls immediately)
Forward - Stop/ Slide*
If the Bike is available Wario stops to jump on but if it's missing he slides.
Down - Slide
Up - Stop

Toon Link
Standard - Edge Stop
Forward - Boost
Down - Edge Stop
Up - Cancel/Slide*
See Link's Up B

ROB
Standard - Edge Stop
Forward - Edge Stop
Down - Stop
Up - Stop

Olimar
Standard - Slide
Forward - Slide
Down - Slide
Up - Slide

Captain Falcon
Standard - Stop
Forward - Stop
Down - Slide
Up - Slide

Jigglypuff
Standard - Stop
Forward - Stop
Down - Edge Stop
Up - Edge Stop

Lucas
Standard - Boost
Forward - Stop
Down - Slide
Up - Boost

Zero Suit Samus
Standard - Edge Stop
Forward - Edge Stop
Down - Stop
Up - Edge Stop


B Reversal Reverse Special [BRRS]
It's only recently come to my attention how there is a new B-reversal/Reverse special attack mechanic in Brawl. I was well aware of this tactic with Ganon/Falcon punches, but I did not realize that it worked for MANY other special moves for many characters as well.

For those who don't know, B-reversal is inputing a special move and immediately reversing the direction of the move by moving the control stick very quickly in the direction opposite of your character's face. In other words, if you're facing right, you can input a special move (B-move) and immediately slam left on the control stick (after pressing B) to perform the special move facing left.

What's so great about B-reversal? Well, you can do these from a full-speed running/dashing animation. That is, you could be running full-speed (not just the initial dashing/foxtrot animation) to the right and immediately do a side-B to the left. This could really help out a lot of characters, but I've barely seen this put to use in any videos.

Here is a super-small demonstration of how B-reversal could be used: YouTube - B-Reversal/Reverse Special Demo

Why this post? Well, I've composed a list of moves that are capable of being reversed. Some of these probably are completely useless, but I listed them anyway simply for the sake of being thorough. If you think I've got some mistakes in my list, just let me know, and I'll edit it accordingly. The timing is pretty tight for B-reversal, so I might have concluded some as "No" mistakingly, but I'm pretty sure it's 99% accurate.

B-Reversal/Reverse Special List

Yes - This special move can be reversed in the initial (maybe 3-4 max) frames after hitting B.
No - This special move cannot be reversed after hitting the B button.

Mario
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Luigi
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Peach
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Bowser
Neutral – Yes
Side – No
Up – No
Down – Yes

Donkey Kong
Neutral – Yes
Side – Yes
Up – No
Down – No

Diddy Kong
Neutral – Yes
Side – Yes
Up – No
Down – No

Yoshi
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Wario
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Link
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Zelda
Neutral – Yes
Side – Yes
Up – No
Down – No

Sheik
Neutral – Yes
Side – Yes
Up – No
Down – No

Ganondorf
Neutral – Yes (special animation)
Side – Yes
Up – Yes
Down – No

Toon Link
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Samus
Neutral – No
Side – No
Up – Yes
Down – No

Zero Suit Samus
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Pit
Neutral – Yes
Side – Yes
Up – No
Down – Yes

Ice Climbers
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

R.O.B.
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Kirby
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Meta Knight
Neutral – No
Side – Yes
Up – Yes
Down – No

King Dedede
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Olimar
Neutral – No
Side – Yes
Up – Yes
Down – No

Fox
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Falco
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Wolf
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Captain Falcon
Neutral – Yes (special animation)
Side – Yes
Up – Yes
Down – No

Pikachu
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Ivysaur
Neutral – Yes
Side – Yes
Up – Yes
Down – No


Charizard
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Squirtle
Neutral – Yes
Side – Yes
Up – Yes
Down – No

Lucario
Neutral – Yes
Side – Yes
Up – No
Down – No

Jigglypuff
Neutral – Yes
Side – Yes
Up – No
Down – No

Marth
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Ike
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Ness
Neutral – Yes
Side – Yes
Up – No
Down – Yes

Lucas
Neutral – Yes
Side – Yes
Up – No
Down – Yes

Mr. Game & Watch
Neutral – Yes
Side – Yes
Up – Yes
Down – Yes

Snake
Neutral – Yes
Side – Yes
Up – No
Down – Yes (both for planting and detonating the C4)

Sonic
Neutral – No
Side – Yes
Up – Yes
Down – No

Advanced Techniques [ADVANT]
These techniques are written by Metaknight18 on friendcodes.com.

Shield Grabbing- A technique that allows you to grab right out of shielding. It's done by pressing A while shielding. It allows you to shield somebody's aerial attacks while on the ground, and allows you to grab them in the afterlag as punishment. It is a must-know if you want to be a good player.

B out of shield- A technique that allows you to perform your up B right out of your shield. While shielding, use your up B. You'll drop your shield and use your up B without missing a beat. Beneficial for some characters, like Meta Knight, and Sheik to a lesser extent.

Teching- A technique that allows you to land without falling and causing unnecessary lag. Also known as Ukemi. When falling after a hit, press L or R right before hitting the ground to land with one lag frame and a few invincibility frames. You can also tech to the left or right for an extra dodge. A very useful technique that can be used on walls and ceilings as well as floors.

Dash dancing- A technique that was prominent in Melee as a mindgame technique. It makes a return in Brawl, but it is harder to pull off, is less effective because of tripping chances, and is best used as a taunt. It's done by rapidly mashing the control stick to the left and right until your character's dash animations go left and right without lag.

Pivoting- A technique that was rare and difficult to perform in Melee, but made much easier to perform in Brawl. It's done by dashing in one direction, and starting to dash in the other direction. Once your character slides and stops to turn in the other direction, you can perform a forward smash, down smash, or grab in the opposite direction.

Chaingrabbing- A technique close to my heart. It's performed by grabbing your opponent, throwing them, and grabbing them again before they hit the ground. You're chaining grabs together. Some characters can chaingrab, some cannot.

Meteor Smashing- Another technique close to my heart. Meteor smashing is edgeguarding at it's finest. A K.O. from a meteor smash is extremely rewarding, and shows mad skills. [See Meteor Smashing/Spiking part of the guide]

Dash cancelling- A difficult technique from Melee made easy in Brawl. To perform it, dash into an up smash. 'Nuff said.

Glide tossing- A technique that allows you to throw an item, while either sliding left or right. It's an advanced Diddy player's friend, but can benefit other people as well. When you have a throwing item in hand, roll dodge, and mash the C stick in the desired throwing direction. If dont properly, you'll throw the item while sliding. A nice Diddy tactic would be to glide-toss a banana toward the foe, and then upsmash afterwards. Other characters have different uses for glide tossing.

Foxtrotting- A technique that allows characters to travel slightly faster than normal dashing speed. It is done by mashing the control stick in the direction you want to go, then immediately letting go, and then doing it again repeatedly. Your objective is to maintain the startup dash animations, because they're slightly faster than the regular dash. It's a technique that was prominent in Melee, but is dangerous to use now, because of your chances of tripping.

Short hopping- A technique that allows you to jump half of the height of a normal jump. This allows you to perform aerial attacks very close to the ground. To perform it, you have to lightly tap the jump button instead of pushing and/or holding it. Short hopping was very prominent in Melee, and is no less prominent in Brawl. This is a technique you need to eat for breakfast, and a main course for lunch. Short hopping is a must know technique for players wanting to be good.

Fast falling- A technique that allows you to get out of the air much faster by falling at a faster rate. This technique works hand in hand with short hopping, and was a big part of SHFFL, a game breaking technique in Melee. Fast falling is done by pushing down on your control stick at the peak of your jump, or any time after. This technique should be eaten as a side dish for lunch, and your only course for dinner. It is a must know technique for players wanting to be good.

Lag cancelling- A technique that was majorly abused in Melee. It was shortened to L-cancelling. It allows landing lag to be cancelled on an incomplete aerial. After fast falling a short hopped aerial, in Melee, you would press the shield button upon landing to cut landing lag time in half. In Brawl, it can still be done if you fast fall most short hopped aerials, but you cannot L-cancel by pressing the shield button. For some short-hopped aerials, such as stall-then-falls, they cannot be lag cancelled. Pay close attention when practicing short hopped and fast falled aerials. You may notice the difference between a cancelled aerial and a non-cancelled aerial, because a cancelled aerial has a shorter landing animation. This technique is your desert for three full course meals of short hopping, fast falling, and lag cancelling, which abbreviated is SH, FF, and L. Together, they make the technique SHFFL. This is a must know for all players who have an ounce of desire of wanting to be remotely good.

Horizontal aerial speed movement [HASM]

I was interested in knowing which characters had the "best" aerial movement. Particularly, who is the fastest in the air horizontally? I ran two different tests with very similar results.

For the first test, I made a custom stage (Large) with blocks along the bottom (18 blocks) and platforms all the way up the left side creating a sort of "landing strip." I then had each character (one by one) go to the right edge of the top platform and held right to see how far each character got (how many blocks he/she traveled horizontally) and how much time it took. For each of these, I captured the video and analyzed it to estimate how many "blocks" he/she traveled and get the amount of time. These estimates were a little rough since it's hard to say exactly what fraction of a block has been traveled when the character lands. I wanted another test to get more accurate results.

For the second test, I altered my custom stage such that the "landing strip" only had 6 blocks with a wall of blocks on the right of the 6th block. I made each character teeter at the edge of the top platform and recorded the time (via video capture/analysis) it took for that character to travel from the edge of the platform to the wall. I had to make one exception for this test; King Dedede has such slow movement that I had to shorten the strip to 5 blocks in order to make him hit the wall before he hit the ground (I wanted to avoid jumping in these tests). The results of this test were generally VERY close to my first test results, so I think that both results are pretty good with the 2nd probably being a little better.

Anyway, I can describe these tests in more detail later if people desire it, but I believe the 2nd test gives fairly accurate results. I've sorted them from fastest in the air (Yoshi) to slowest in the air (King Dedede), and I've included their average horizontal air speed (in "blocks per second").

Character - Horizontal Air Speed

"S Class"
Yoshi - 4.04
Jigglypuff - 3.87
Wario - 3.71
Wolf - 3.63
Captain Falcon - 3.63

"A Class"
Sonic - 3.36
Donkey Kong - 3.36
Lucas - 3.30
Bowser - 3.30
Squirtle - 3.27
Mr. Game & Watch - 3.24
Marth - 3.24

"B Class"
Zero Suit Samus - 3.13
Charizard - 3.07
Zelda - 3.02
Samus - 2.97
Lucario - 2.95
Ness - 2.92
Mario - 2.92

"C Class"
Snake - 2.88
Toon Link - 2.83
Ike - 2.83
Pikachu - 2.74
Peach - 2.74
R.O.B. - 2.70
Pit - 2.70
Fox - 2.70
Falco - 2.70

"D Class"
Ganondorf - 2.62
Kirby - 2.59
Sheik - 2.57
Olimar - 2.55
Diddy Kong - 2.50
Link - 2.45

"F Class"
Meta Knight - 2.35
Ivysaur - 2.32
Ice Climbers - 2.32
Luigi - 2.29
King Dedede - 2.10

This list does NOT take into account things like gliding, B-moves, or aerials (ROB's Bair for instance) that may affect horizontal air speed.

What does this mean? How does this affect the game?

Well for many characters in the lowest class of air speed, they cannot approach very well from the air simply because they are too slow. If you choose a character with a good defensive ground game (Donkey Kong for instance - though not vs. Dedede obviously), you can really limit their approach options on the ground and take advantage of their slow movement if they attempt an aerial approach.

Certainly, this is not the only aspect of any given match, but it is an important factor to consider. If you know that your opponent is slow in the air, how can you use that to your advantage? Likewise, if you know your opponent is fast in the air, how should you adapt your play style for that particular match?

Also, one must consider that this only refers to horizontal air speed. Characters like Jigglypuff have great movement side to side, but feel like a slug vertically. On the other hand, Dedede moves very slowly side-to-side, but his vertical movement is pretty decent.


Blastzones [BLAST]

For those of you who aren't aware, in Melee blastzones were the area where your character was off the screen and appeared in a little bubble. While in a blastzone every character would fall faster than they normally would. This usually presented a problem for Ness players as it made it more difficult to hit with PK Thunder for recovery especially on stages with close edges such as Rainbow Cruise.

In Brawl, blastzones have a similar effect but behave differently in several ways. While under the influence of a blastzone your character will fall slightly faster than normal. This can be seen with Ness and Lucas's PK Thunder recoveries as you have to adjust slightly to hit yourself at the angle that you want. The effect of these appears less detrimental than it was in Melee possibly due to the overall increased floatiness of Brawl. Blastzones may be found at the top, bottom and sides of any stage (barring the bottom one on stages with no holes such as the Mario Kart stage.)

Blast"zone", however, is possibly no longer the best term to describe these areas. The enhanced gravitational effect is no longer always present when your character is off the screen and in the bubble. Instead there appear to be blastzone gravitational lines, strategically placed on stages. These lines have a relatively small area of effect from which they can pull you down and are placed in slightly different places for different stages. Most blastzone lines seem to be placed just slightly inside of the camera view. It is possible to be caught in multiple blastzone lines at the corners of the stages making you fall even faster but it's a very precise area and you'll pretty much never find yourself in it.

All testing for my research on blastzones was done with Lucas and Ness as they are apparantly the only characters whose recovery is obviously affected by them. Shooting PKT2 through these gravitational lines will result in physically bending the trajectory downward in the middle of the move. It's a very odd sensation but is the most reliable way of telling where a blastzone is.

The easiest way to see the effect of blastzone lines is by using PKT2 on Jungle Japes. The side and bottom lines seem to be closest to the land on this stage. As an example you can easily notice the effect if you simply drop Lucas or Ness below the platforms and use PKT2. This shows that the blastzone line is actually placed just above the water rather than off the screen. The side blastzone lines are placed relatively near to where the camera cuts off. Every stage seems to have its blastzone lines placed in very slightly different places.

How this applies to you:
It pretty much doesn't. In Brawl you are rarely under the influence of blastzones and when you are it's usually the side or top ones. Since Brawl is so floaty it will almost never have a noticable effect on you. The only characters it has any possibly noticable effect on are Lucas and Ness because of PKT2's bent trajectory from them. No other characters' recovery is affected by blastzones as far as I can tell. I'm not sure of the reason for this. In anycase you will rarely find yourself influenced in any noticable way by these.

All of this information therefore is solely for theoretical purposes on the physics of the game. If through your own testing you find an innaccuracy in any of this please leave a post and I will check it myself. Obviously without AR or anything it's hard to be 100% certain of the accuracy of this stuff.

Guide to Meteor Smashing [MS]

Guide to Meteor Smashes in Brawl

If I missed anything or made any mistakes, please tell me. If you have a better or clearer description for a sweetspot, also tell me. This stuff is pretty obvious, but it's a nice resource.

Use ctrl+F and type in your character's name to find their list of meteors. Some characters do not have meteors.

In case you didn't know:

Spike- An attack that sends theopponent directly downwards until hitstun wears off and cannot be canceled. These do not exist in Brawl - explained below.

Meteor Smash- An attack that sends theopponent directly downwards until hitstun wears off or until it has been meteor-canceled.

Stall-then-fall - An attack that sends the user directly downwards until hitlag wears off. Some stall-then-falls are spikes if they hit as the user begins their downward movement (i.e. Game and Watch or Toon Link)

Semi-spike - An attack that sends the opponent horizontally, with significant downward momentum. Semi-spikes are not technically meteors, and cannot be meteor-canceled.

Footstool Jump - Performed by pressing jump while a short distance above your opponent, if done in the air, a Footstool Jump acts as a weak spike. Its best use is to space aerials, like Marth's or Toon Link's Dair.

Meteor-canceling

Meteor-canceling, while still present in Brawl, is performed slightly differently. In Melee, if the player uses a second or third jump immediately after being meteored, the effects of the meteor smash will cancel, and the player is given the opportunity to recover. The higher your damage, the more difficult meteor-canceling becomes, as you fly downwards at a faster rate.

The key difference to meteor-canceling in Brawl is the time at which you input your second or third jump. Much like teching, if you press X or Y too early you will be unable to meteor cancel again for a set number of frames. Rather than jumping immediately after being meteored, you must wait a set amount of time before canceling. A way to avoid this is by using your third jump (Up-B), rather than your second jump, to cancel. As Doval discovered, you can “mash Up-B as much as you like, and you’ll get a Meteor Cancel every time.” This technique works because the number of frames you must wait before meteor-canceling does not reset when you press UP on the control stick, only when you press X or Y. This works whether Tap Jump is set to on or off.

The amount of time you must wait before meteor-canceling is approximately half the time it takes for hitstun to naturally wear off your character. BE CAREFUL: In Melee, all characters could meteor-cancel with their jumps, but the same does not hold true in Brawl. Pit, and possibly other characters with multiple jumps, cannot meteor-cancel with his second jump or Up-B. Also of note is that it is possible to meteor-cancel with a tether that is not a third jump (i.e. Lucas’ grab).

At this point assume that all spikes are Meteor Smashes. Why? My theory is that spikes were unintentionally a part of Melee. There are only five true spikes in Melee. Captain Falcon’s D-air only spiked at the nipple, whereas it is a meteor everywhere else on the hitbox. Roy, who usually sweetspots at the center of his sword, spikes at the tip of his U-Smash. Marth’s D-air spike was removed from the PAL version of Melee, and replaced with a Meteor Smash. It is possible Melee spikes were only a result of developer oversight while coding the conditions for a Meteor Smash to be canceled.

Sakurai, and the HAL team, do not distinguish between spikes and meteors in either game. On the Smash Bros. DOJO, Sakurai does not indicate that there are any other techniques that send the opponent directly downward, that also behave differently than Meteor Smashes. While there have been many examples thus far of developer error in Brawl’s engine, it seems unlikely they would neglect to include meteor-canceling on all Meteor Smashes. This just means you’ll have to get used to the new meteor-cancel system. When you’re edgeguarding off the stage, at times it may be more advantageous to use a semi-spike, which cannot be meteor-canceled.

List of Meteor Smashes

King Dedede

Up-B, Super Dedede Jump;
Spikes: Anywhere on Dedede’s underside during his descent.

Diddy Kong

D-air;
Spikes: Diddy’s fists.

Over-B, Monkey Flip;
Spikes: Press jump after latching on, Diddy will kick downwards.

Up-B, Rocketbarrel Boost;
Spikes: When used directly above opponent, flames.

DK

D-air;
Spikes: Entire hitbox as he stomps down.

F-air;
Spikes: The last several frames, as his fists reach the bottom of the arc.

Over-B, Head Butt;
Spikes: His head. Has the same properties as the Pitfall item.

Captain Falcon

D-air;
Spikes: If Falcon is directly above the opponent, his legs as he stomps downwards. No longer spikes at the nipple.

Over-B, Raptor Boost;
Spikes: Falcon will push the opponent downwards, allowing him to retain some horizontal movement in the air.

Charizard

D-air;
Spikes: Slowly, at the feet.

B-air;
Spikes: As his tail sweeps downward, the flame at the tip spikes.

Falco

D-air;
Spikes: At the knees. Must sweetspot.

Over-B, Falco Phantasm;
Spikes: As Falco moves horizontally.

Fox

D-air;
Spikes: At the legs, very weak spike.

Ganondorf

D-air;
Spikes: Entire hitbox as he stomps downwards.

Over-B, Flame Choke;
Spikes: As soon as Ganondorf grabs your opponent, he automatically spikes downward.

Down-B, Wizard’s Foot;
Spikes: Stall-then-fall, during first few frames of downward kick.

Ice Climbers

F-air;
Spikes: Only Nana’s hammer, must have both Ice Climbers.

Ike

D-tilt;
Spikes: Entire blade while slashing the ground.

D-air;
Spikes: The entire blade in the initial frames, as he first thrusts his blade down.

Up-B, Aether;
Spikes: On downward slash.

Neutral-B, Eruption;
Spikes: At the tip.

Ivysaur

D-air;
Spikes: The initial hitbox (bulb), before gas comes out.

N-air;
Spikes: Bottom of body, i.e. lower stomach, back legs, bottom part of leaves.

Kirby

D-air;
Spikes: Middle of Kirby’s feet.

Up-B, Final Cutter;
Spikes: On downward slash.

Link

D-tilt;
Spikes: Entire blade while sweeping ground.

Lucas

D-air;
Spikes: The hexagon created by the fourth downward kick.

B-air;
Spikes: The kick arcs downwards, at the bottom of that arc.

D-tilt;
Spikes: Entire hitbox, weak spike.

Luigi

D-air;
Spikes: At Luigi’s back.

D-taunt;
Spikes: The kicking animation.

Mario

F-air;
Spikes: During the last few frames of the attack, when Mario's fist becomes big.

Marth

D-air;
Spikes: At the tip. Must sweetspot.

U-tilt;
Spikes: Back of the sword, must not sweetspot.

Over-B, Dancing Blade;
Spikes: Third strike, downward (green) option.

Mr. Game and Watch

D-air;
Spikes: Stall-then-fall, at very close range.

Ness

D-air;
Spikes: Entire hitbox on startup. Dair also has a hitbox late in the move with strong horizontal knockback.

D-tilt;
Spikes: Entire hitbox, weak spike.

Peach

D-tilt;
Spikes: At her hand, not her arm.

Pit

D-tilt;
Spikes: Any part of Pit's lower body.

R.O.B.

D-air;
Spikes: Directly below him, at the flames.

Samus

D-air;
Spikes: Samus' entire forearm as it sweeps downward.

Snake

F-air;
Spikes: At the heel during the entire arc.

Taunt (All);
Spikes: Once the box has been thrown off, if the opponent is tethered, ledgehogging, or recovering from below the stage.

Sonic

U-Smash;
Spikes: At apex of jump.

Toon Link

D-air;
Spikes: Stall-then-fall, spikes at the tip of the blade during the first few frames (as long as the hilt glows).

Wario

Over-B, Wario Bike;
Spikes: If thrown, acts as a weak spike, hitting multiple times forcing your opponent downwards. Can be DIed out of in some situations.

Wolf

D-air;
Spikes: At his arms as they thrust downwards.

Over-B, Wolf Flash;
Spikes: As Wolf ends his horizontal movement.

Yoshi

F-air;
Spikes: At Yoshi’s head.

D-air;
Spikes: During any of the flutter kicks.

Zelda

D-tilt;
Spikes: At the thigh. From knee to foot will not spike.

D-air;
Spikes: Entire hitbox; sweetspot at the toe.

Zero Suit Samus

D-air;
Spikes: Stall-then-fall, spikes at extended leg.

Down-B, Flip Jump;
Spikes: Press any attack button while the character model is flashing, Zamus will stick out her leg and spike at the entire hitbox in the first few frames.

Up-B, Plasma Wire;
Spikes: At the tip when fully extended, pulls opponent downwards.


Semi-spikes

C. Falcon

U-air;
Spikes: In the last few frames.

F-air;
Spikes: In the last few frames.

Fox

Down-B, Reflector (Shine);
Spikes: Any edge of the hexagon.

Ganondorf

U-air;
Spikes: In the last few frames.

Marth

D-tilt;
Spikes: At the tip.

Metaknight

F-air;
Spikes: At the tip, during the last slash. Very difficult to sweetspot.

D-air;
Spikes: As blade sweeps beneath him.

Mr. Game and Watch

Neutral-B, Chef;
Spikes: In the first few frames, as he takes out his pan.

Ness

B-air;
Spikes: At the feet.

Dash attack;
Spikes: First two sparks. Ledgedash makes this easier.

Olimar

Up-B, Pikmin Chain;
Spikes: The top Pikmin when recovering diagonally.

D-air;
Spikes: The first few frames as he puts the Pikmin diagonally below him.

Peach

F-Smash;
Spikes: With golf club or tennis racket.

Pikachu

U-air;
Spikes: The tip of the tail as it’s above Pikachu.

Sheik

F-air;
Spikes: Hitbox.

Yoshi

D-tilt;
Spikes: The tip of his tail. Large hitbox.

Zelda

Up-B, Farore's Wind;
Spikes: As she reappears.

D-smash;
Spikes: Hitbox.


Glossary [GLOSS]

Glossary of Terms**
Air Dodge- The air dodge is a maneuver that grants the user a few invincibility frames. The physics are new to Brawl, as you can no longer aim it in the same way, but it is dependent on character momentum. Another new facet, is the fact that you are able to attack, jump, or air dodge again after the first air dodge. While this basically eliminates wavedashing as we know it, the new qualities of the air dodge add an entirely knew layer of possibilities in the metagame.


C-Stick- The C-Stick has been changed. Now if you are holding any direction while you are using it, you will do a tilt instead of a smash. Emphasis on any direction. If you are neutral and then C-Stick, it will be the same as in Melee. It can also still be used in aerials. The C-Stick can also be charged again, and can also be used to catch an item in the air.


Crouch Canceling(CC)- Crouch canceling works the same as in Melee, although crouch canceling into a down smash will be more difficult because of the new C-Sticking mechanics


Dash Dancing- Dash dancing is the act of starting the dash animation, and then canceling it by dashing in the reverse direction, and remaining in the initial dash animation, going left and right. This tactic is used to allow the player to dash into either direction, or prevent the opponent from being able to correctly guess what your next action will be. This is also used in spacing, and to set up a Pivot.


Directional Influence (D.I.)- Directional Influence is something that most smashers do instinctively without knowing there is a specific name for it. Essentially, it decreased the distance an attack's knockback sends you by angling the control stick towards the stage and upwards. Towards the stage prevents the character from being K.O.'d horizontally, and the D.I. upwards causes the characters flight path to shift to a wider angle, allowing for an easier recovery. D.I. is also used to escape combos by allowing the player to influence which direction they tumble after the knockback.


Edgeguarding- This is the act of physically preventing an opponent from recovering by using an attack to prevent them from landing on the stage or grabbing the edge. Typically attacks with large or disjointed hitboxes and high priority are used to both stop the recovery, and prevent from the edge guarder from taking any damage.


Edgehogging- Edgehogging is a rather elementary technique to prevent an opponent from returning to the stage. Edgehogging involves holding the edge in order to prevent an opponent from grabbing it to return. Once the edge is grabbed, the character recieves several frames of invincibilty, further aiding in staving off a recovery attempt.


Edgehopping- This technique is used to renew the invincibility frames aquired when a character grabs a ledge. If you angle the control stick away from the stage, the character will drop slowly, and will then be able to jump and grab the ledge again, acquiring invincibility frames.


Fast Falling- By pressing Down on the control stick at the peak of a jump(full or short hopped), the character will, you guessed it, fall faster than normal.


Hugging- As the wavedash is eliminated, Hugging seems to be the most effective replacement as a way to quickly get onto the edge, mostly for edge hogging purposed. Hugging is when a character walks/runs/whatevers off the edge and quickly angles the control stick back towards the stage, and the character grabs the edge depsite facing the other direction.


Item Catching- In Melee, it was possible to catch an item by pressing the Z button at the right time, but now, it is even possible to catch items during an aerial attack.


Meteor- A meteor is a spiking attack that can be canceled by a jump or an Up-B attack, not to be confused with moves with peculiar knockback that spike.


Meteor Cancel- Meteor spikes can be canceled by jumping or using an Up-B move quickly following the spike.


Rolling- While in the shielding position, by tapping either left or right, the player can roll in the corresponding direction. If a character rolls to the right, they will be facing the left. If the player rolls to the left, they will be facing the right.


Shield Stun/Shieldhitstun- After striking a shield with an attack, the attacker and the shielder each suffer a minute number or frames in which they cannot do anything.


Short Hop- By pressing the jump button lightly or quickly, th character will jump with less height compared to a full jump, allowing the character to move more quickly and spend less time in the air.


Spotdodge/Sidestep- While shielding, tapping Down on the control stick will cause the character to do an airdodge in place, and avoid an attack all together.


Super/Heavy Armor– When the heavy or strong characters in this game perform certain moves they recieve a number of frames where they do not flinch. This acts differently from what some initially thought. If you are hit during your super/heavy armor, you not only do not take stun, but you also DO NOT RECIEVE ANY DAMAGE. It was difficult to test what moves have this effect in such a short period of time, but after viewing videos of it you can see that no percentage is recieved upon impact of the moves.


Teching- Teching is the act of pressing the shield button before making contact with a surface, while still in the tumble animation, so that once contact is made, the character will instantly right themselves. Teching is possible on floors, walls, and ceilings. By holding Up on the control stick, a wall-tech will turn into a walljump-tech. By holding a direction while teching on the ground, instead of righting themselves in place, characters will roll in the direction held.


Review [REVIEW]

Super Smash Bros. Brawl Review
One of the most anticipated Nintendo games ever made is finally here. Has it been worth the wait?

-by Matt Casamassina

With more than six million copies sold worldwide since its release seven years ago, Super Smash Bros. Melee remains – easily -- GameCube's best-selling title. The 3D fighter, a sequel to 1999's surprise hit Nintendo 64 project Super Smash Bros., packed in more characters, more stages and a seemingly endless supply of nostalgic trophies and collectibles to become one of the system's most beloved efforts. There was so much content squeezed into Melee, in fact, that the multiplayer fighter kept devoted fans entertained not just for months, but years. Yet, compared to the Whopper that is Super Smash Bros Brawl, a Wii game dripping with different play modes, characters, stages and online components, Melee has been reduced to a plain old hamburger. (And by the way, we're hungry.) Hungry, that is, for some epic offline and online multiplayer fights, and thankfully Brawl – like its predecessors – satisfies. If you want numbers, we've got them. Nintendo's latest fighter features 35 mascots – a figure up from 12 in the original and 26 in Melee. It also includes more than 40 different levels, each a throwback to classic franchise stages, both from Nintendo and also from the likes of SEGA and Konami, but we'll get to that. Point is, it's a much meatier package -- we honestly don't know why we can't seem to break from our hamburger analogies – and we haven't even started in on the customization options, online support, and more. With Brawl, famed series director Masahiro Sakurai and his Sora development team have spared no expense to bring to life the full Smash Bros. universe with a meticulous attention to detail and a decidedly un-Nintendo approach to presentation. For example, whereas the Big N chose not to spring for orchestrated music for The Legend of Zelda: Twilight Princess, one of the company's biggest titles, Sakurai has enlisted the aid of the industry's greatest musicians to record a largely orchestrated soundtrack for his fighter. In what other game will you be able to listen to music from Masafumi Takada (of Killer 7 fame), Kenji Ito, Koji Kondo and Akihiro Honda (who recently helped score Metal Gear Solid 4)? There are nearly 40 musicians providing songs to what is one of the greatest Nintendo soundtracks available. Meanwhile, if you're a longtime Nintendo fan, you will be amazed by the presentation of the story sequences in Brawl's unnecessary, but nevertheless lengthy (eight-plus hours) single-player mode, known as the Subspace Emissary. Crisp, colorful full-motion animation sequences tell the story of a ridiculously epic battle between dozens of Mushroom Kingdom characters. It's clear from the opening cinematic that the studio has put a lot of time and thought into crafting the action-packed snippets, which successfully bridge the gap between the traditional platformer-esque challenges comprising the single-player affair. The storyline itself seems almost randomly compiled – a pieced together jigsaw puzzle of different factions coming together. Only after you advance halfway through are you likely to grasp the tale's underlying purpose, but at least it looks and sounds great along the way. Brawl looks like an enhanced version of Melee. The title runs in both 480p and 16:9 widescreen display for the first time, and it also hums along at an uninterrupted 60 frames per second. This is true despite the fact that the in-world characters are comprised of more polygons and skinned with more detailed textures, likewise for the many environments (some of which are destructible), and that the title features some of the most beautiful particle explosions in any Nintendo entry yet. It's certainly a good looking Wii game, and yet many of the backgrounds are kept very simple in an effort to the keep the framerate up and character animations, while speedy, typically ignore the laws of physics, weight, and momentum. These minor nitpicks will be tossed to the side, however, the moment you're engaged in an intense four-player battle overrun with explosions and background destruction, all without so much as a hiccup in fluidity. That said, there are some presentational deficiencies, too, although these shortcomings aren't nearly as blatant as the fighter's many qualities. The cartridge-fast speed in which you can navigate Brawl's character and stage selection screens is marred by a 20-second front-end load, a truth that clashes with the majority of other Nintendo-published titles. Meanwhile, the Subspace Emissary's flow is broken by similarly too-long loads between in-game progress and the animation sequences that complement them.

References [REFER]

Smashwiki.com
Smashboards.com
IGN.com

Links for Fun and Fun Facts [LFF]

Sacrifical KO: Sacrificial KO - SmashWiki
Funny Pictures: Super Smash Bros. Brawl Funny Pictures - AOL Video

Fun Facts:

-Took me over twenty hours to create.
-The guide has 53, 406 words
-I'm not a good brawler.
-Karma would be great (for working this hard).


Copyright (permission) [COPYR]
This guide belongs to AJ. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The current websites with permission to host this guide:

-Friendcodes.com

___

Thanks for reading,
AJ.

Note: Any sort of flaming will result in a infraction. This guide is help you. Have any questions or problems? Then don't ask here, PM me.
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