Go Back   The Nintendo WiFi Community > Nintendo Discussion > Nintendo Wii > WiFi Games (Wii) > Super Smash Bros Brawl


Reply
 
Thread Tools Display Modes
(#11)
Old
LoveLucario's Avatar
Lucario is my hero =]
LoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatness
Hub: Offline
 
Send a message via AIM to LoveLucario Send a message via Skype™ to LoveLucario
Re: Character Guide Threads Here! - 07-05-08

Lucario's Effective Stages

Here is some stages that Lucario does well if not excellent on.

BattleField
AS Lucario you should have a somewhat advantage over your enemy for a few reasons. One is there is no where for your enemy to hide from those Aura Spheres. The platforms on this stage actually help a little. The enemy thinks they can go up on them and avoid you, but remember aura can go through walls and platforms so up smashes work good. These platforms preferably the top one are good to charge an Aura Sphere on becuase if your opponent jumps up behind you they get stuck inside the Aura hurting them.

Spear Pillar
This stage is perfect for your Aura Spheres. It is flat on the top and bottom. When you shoot there is nothing in your way to stop them. It also is a good map to be a "hit and run Lucario". You just charge and Aura Sphere and then you run away.The barriers on the side of the map where you die are close to the stage so using your forward smash on someone at the edge of the stage while they have 60% or more you'll kill them.

Yoshi's Island (Brawl)
Even though occasionally your Aura Sphere can be blocked here it still is a good stage. The boundries for dying are close to the edges of the map allowing for easier kills with your forward smashes. The platform that appears is excellent to land on if you are knocked off the map. Also like earlier your Aura goes through playforms and walls so people that stand on that playform above you deserve an up smash :).

Smashville
This is Lucario's best stage in my opinion. It is very small but the boundries are a little bit further out for dying. Your Aura Spheres travel well on this map as nothing blocks them and the map is small so they make it across. The platform that moves is a good place to charge your Aura Sphere. You can also use it to your advantage by sitting there "camping" and making your opponent come to you so you can attack them. As like many other stages before this you are able to hit people on the platform above with your Aura from your up smash.

Corneria
The boundries here are extremely small. You can knock your opponents out around 50-60% if they are near the edge. Your Aura Spheres may have some trouble but shoot them at your enemy when they aren't on the map. Since there isn't much room to move out there you have a greater chance on this level than any other level in hitting your enemy with an Aura Sphere while they are off the map.

The Summit
This map you hardly have an advantage but it's a useful one. All the platforms here are places for you to hit your oppenent with your up smash. You can do sliding smashes on this map which are very helpful. Your smashes work good on this map. Get your enemy's with a down smash if they come near the ledge. Forward smashes are nice if your on the bottom because as it knocks them around they can hit the icicle which does some extra dammage. When the glacier is sliding and you are floating, this is a good time for your Aura Sphere since the enemy can't move as fast to avoid it.

Mario Ciruit
This is another good map where you have certain advantages. Since your can mearly walk to your death when you are at either edge of the map, do a foward throw and your opponent will die with very low %'s. The Aura Spheres run smoothly here as there is nothing to block it except the karts but they come every once awhile. Since there are levels on this map you can up smash the people standing on the road above you at either side of the map.



Challenge my Lucario =]

My Music =P
http://www.youtube.com/user/LovesLucario
my friend codes    Sketch Artist Red Poster The Man of the Hour 
Reply With Quote
(#12)
Old
hollingsworth's Avatar
wut
hollingsworth is a jewel in the rough
Hub: Offline
 
Send a message via AIM to hollingsworth
Re: Character Guide Threads Here! - 07-05-08

Reign Of Blasters- A R.O.B. Guide (General Update 4/27)
~TABLE OF CONTENTS~

i. Updates

I. FOREWORD

II. INTRODUCTION

III. STATISTICS

IV. ATTACKS

a. JABS
b. TILTS
c. SMASHES
d. AERIALS
e. SPECIALS
f. MISC

V. GENERAL TACTICS

a. OFFENSE

- General Offense
- Approaching
- Edge Guarding

b. Defense

- General Defense
- Retreating
- Recovering

~Updates~
4/27 Rewrote many move descriptions (Jabs, tilts, smashes, aerials, as well as vB description and sections on edgeguarding w/ Nair/Bair, and countering.
3/21 Added tips for edgeguarding an opponent who recovers high
3/15 Updated desription of Down-B, taking Glide Tossing into account
3/15 Went back and added an edge guarding section to Offensive Tactics. Recovery section also added
3/14 First update! Table of Contents added, color added, Stats section added. General Tactics Section Added

~:FOREWORD:~

Hello, fellow R.O.B. Mains. Because I love R.O.B. so much, I feel it is my duty to provide my friends (That's you) with my opinions, thoughts, and strategies necessary for Playing ROB. Although I am not the only one to do so.
Anyway, you came into this thread to read a ROB guide right? Well then you probably don't want to be dissapointed so...



INTRODUCTION:

ROB is a very fun character to play. Pretty much all of his moves will find their way into the fray. And because of his variety of moves, ROB becomes a versatile and intimidating character. All of this versatility, combined with weight, his bair, and a hax Up-B, make ROB a great recovery character. All around, ROB is awesome.



STATISTICS:


These are a list of ROB's stats. If you feel that anything is listed inaccurately, please let me know. All stats are out of 5

SIZE: 4
ROB is actually pretty big, but he's no DK or Bowser

SPEED: 3
I wouldn't call ROB spedy, he's really a mix of all speeds, so I'll put him in the middle.

POWER: 4
Although ROB has some weak, combo-ready moves, he also has quite a few that pack a whollup.

WEIGHT: 4
All that metal has to weigh somethin'

COMBO ABILITY: 3.5
ROB has some decent combo moves (DashA, Tilts) But I wouldn't say he's really combo-oriented.

FALL SPEED: 3
ROB is slightly floaty, but not much more than anyone else

RECOVERY: 5
ROB's weight lets him take hits better, plus his Godly Up-B allows him to fly to safely while smacking edgeguarders in the face.



ATTACKS:

JABS

Jab 1: Fast quick attack. Can be used as a quick poke if you ever need to disrupt your opponent.

Jab 2: Rob finishes the One-Two punch. Use this to get your opponent out of your face, as this move has a little more knockback and you can recover first and follow up.

TILTS

Forward-Tilt: This move is good. It was deceptive range (You can outrange Marth's Forward smash with this move!) use it to poke your opponent without being close enough to be punished.

Up Tilt: Good setup move right here. Whenever they're close up to you, use this move once (or twice at low %) and it will pop them up right above you. Good for setting up a Uair for more damage.

Down Tilt: Another great tilt for ROB. This move is really fast, has decent range, and traps people in for more hits. It can also Trip people for a nice bonus.

SMASHES

Forward Smash:
This smash is... okay. Like the forward tilt this also has deceptive range. Unlike the forward tilt, the forward smash's range is deceptively bad. You're usually better off doing something else. This isn't to say that it doesn't have its uses; it's good for hitting non-sweetspotting recoveries, or simly to hit someone in front of you with a powerful attack to punish lag.

Up Smash:
A Situationally great smash attack. The Upsmash is definitely not appropriate in all situations. However, when it does come into lay it is a really great smash attack. Use it whenever an opponent is coming down from above you, as this move is fast, and has great priority. I'm not sure, but I think it can even hit Toon Link out of his Dair, usually trading hits. That is to say that this move can go through pretty much anything.
Also, use it whenever your opponent is standing on a platform above you. If they roll or dodge it, you simply miss, with no punishment. If it hits them, you get free damage or mabe a KO. And if they shield it then it usually pushes them off of the platform and onto the ground helplessly, sutting up for a free ftilt, fsmash, or tech chase grab.

Down Smash:
Oh boy. I love this move. First of all, it's quick. You can pull this move out pretty much anytime. Second, it has so much range, anytime your opponent is nearby this move should protect you. This should be your bread and Butter smash attack. Use it whenever you see fit. It's perfect after a roll or Spotdodge so it's also the perfect counterattack. Did I mention that it also starts killing at higher percents? There is no reason to not use this move.

AERIALS

Neutral Aerial: This is one of your best KO moves, period. At 100+ percent, this move starts to kill. And usually the awkward timing will catch opponents off gueard. It's better to jump up and hit them with this move to make it KO more effectively. Use an Up-B and nair during it to alter your momentum and surprise them with death!

Forward Aerial: Awesome aerial. This move is quick, has decent range, and can be abused to form a Wall of Pain. It also has awesome priority. Perfect move for pushing your enemies to the edges of the screen, Jigglypuff style. Use this move whenever you see fit.

Back Aerial: Now this move is versatile. it's not the fastest, but it packs a punch. Not only that, but it propels you forward! You can drop from the edge and use it to ward off recovering opponents. You can use it to get away and attack your enemy without fear of being grabbed. This move also is great for Recovery. Use it to propel yourself to the stage and conserve your Up-B.
Also a great use for this is the reverse Bair, which is just hitting the on the top side of ROB's base (or about half of his body) This produces a hit in the same direction you just blasted. Great for setting up a Bair->Dsmash combo, Bair->Grab, just use your imagination.

Down Aerial: This move isn't great. It's main problem is the fact that it halts all of your momentum, and it really akward to aim. Nontheless, if you can land it, it's a great spike. You have to read your opponent's recover to make it work. Combine it with Up-B to make it more unpredictable.

Up Aerial: This move is purely to build up damage. This move isn't always great, as it gets outprioritized, and it pretty easy to DI out of the final hit and punish ROB.

SPECIALS

Neutral B: ROB fires a laser from his eyes. This move has a very long range, and can be angled up or down for a wider range of trajectories. It actually has three charges. If you spam it, you get a little spray of energy that isn't really useful at all, like a weak forward smash with the same lag.
But if you wait about 2 seconds, you get the laser back. The more you leave it unused, the more damage it does.
But here's the awesome part. If you leave it unused long enough, you get a beefed up version of the laser, which is thicker, does a lot more damage and actually has decent knockback. Again, free damage! It can also be used for edgeguarding purposes (only at higher %) Down side is that it takes approximately 20 seconds for the laser to reach this state.
Overall, the laser can be used a lot. You are rewarded by spamming it, and at the same time you are rewarded for saving it. This is a win-win move right here!

Side B: Practically useless. It's slow, has no knockback unless you get really close (and even then it's not much), and it leaves you open to attack. It can reflect projectiles, but it seems to slow to be worth it at all. and even then, you have to precisely aim it in order to reflect most projectiles. Overall, just not good.

Down B: Great projectile. Abuse this move. You can throw it out uncharged just to have a projectile handy, or charge it up for reat power. Fully charged this move does 19% on the initial throw out and KO at higher percents. Use it to get a hold on the battle field to stop predictable control tactics. Also use it as an awesome set up with Glide Tossing, to lead into Fsmashes, tilts, grab,s you name it! Beware though, as the opponent can grab it with a dash attack. if that happens, remember the negative: ROB's gyro simply disappears when shielded.

NOTE: GLIDE TOSS: A glide toss is performed by Rolling and then immediately pressing A to throw the item in your hand (or the cstick in any direction). You get virtually no lag, and you keep the invincibilty frames from the roll and the distance, which lts you follow up with anything really, because now you're right in you opponents face!

Up-B: WHOA. This move is awesome. Not only is it a beast recovery move, but it can be broken up and attacked from in-between. You can use this to keep chasing them off the screen with Fairs, etc. Over time, your fuel depletes and you must stay grounded for a short time for them to recharge. Overall, just an awesome move.


:3 :3 :3
my friend codes 
Reply With Quote
(#13)
Old
hollingsworth's Avatar
wut
hollingsworth is a jewel in the rough
Hub: Offline
 
Send a message via AIM to hollingsworth
Re: Character Guide Threads Here! - 07-05-08

MISC

Dash-Attack: Great setup move. Has low lag so use it to setup a tilt combo (Dash atk > Utilt > Utilt > Uair, Dash atk > Dtilt > Ftilt > Fair, etc etc etc.)

Ledge Attack <100: Just a standard attack really, serves to clear the area before you come back up.

Ledge Attack >100: pretty much the exact same, but slower <_<;
Get up attacks: Again, just to get some space. They have pretty good range.


GRAB and THROWS

Pummel Attack (a): fast attack, just to add a bit of extra damage before throwing.

Forward Throw: Quick basic throw. Just to get them away from you

Back Throw: Again, fast throw, sets up for edgeguarding.

Down throw: sends the opponent upward, good to follow up with a Uair afterwards.

Up Throw: Pile Drive, send them up and in front of you, prefect setup for Fairs to push 'em away.



GENERAL TACTICS:

!OFFENSE!


GENERAL OFFENSE

Shooting the Starting Gun:
I use this tactic all the time. As soon as the match starts, Fire Ya Layzah. They take 5 damage, and you're already in the lead! Dont be too predictable though, dash dance a little or something, wait until they shield and then notice you arent going to use the lazer, then right when they stop shielding, kerZAP!

Wall Of Pain (WoP):
This refers to the usage of high priority/ranged aerial to create a sort of "Wall" of hitboxes between you and your enemy. This creates a situation where it is hard for the enemy to approach and easy for you to approach. A WoP also brings about the ability to abuse this tactic to form combo chains of the move, forcing the opponent back and adding damage, even driving them off the screen. ROB's Fair fits this purpose. Use it to annoy opponents and drive them to their death (use of Up-B may be required to complete the task.

APPROACHING

ROB has a few options when you're coming in on the offensive:

- If you have it charged, a full Layzah from a Short Hop (angled down so it connects) Is a good way to close the gap on your opponent without them swatting you away like a Robotic fly. Follow up with a jab or Ftilt and continue

- Also a good idea is to use you Fairs to approach. Use the WoP to get in your opponents face until you can fit some more attacks in there.

- A third option is always your trusty Dash attack. The Dash attack is versatile in that it can lead into multiple follow ups, those being his jabs, all of his tilts, or sometimes a grab. All of these can set your opponent up for a bit it tilt comboing and probably a Uair for added damage.

- Even another option I've found useful is his Ftilt. His ftilt has surprisingly good range, and at mid percents can be followed up with Fairs for some WoP action.

- And even more still, you have the option of Glide Tossing your Gyro at the opponent. This allows you to quickly follow up with a Grab, tilts or forward smash. Awesome and surprising approach.


EDGE GUARDING

When edge guarding, ROB can use several of his moves to ensure that the opponent stays off:
- Bair: The Bair is a great move for edgeguarding if you're hanging on the ledge and your opponent is coming below the stage. Just ledge-drop and Bair Away! Also, it's great to simply run off the edge and throw out a Bair toward the stage. This tactic intercepts a lot of characters' Up-B recoveries (mostly those that gain quick vertical distance) and Stage spikes them!

- Fair: Ah, the ol' reliable Fair. As stated before, wth the Fair, you just need to keep pushing them, create a wall of pain and force them farther from the stage until you're sure they're dead (which if fighting Pit means past the KO boundry >_<)

- Dair: Of course ROB's spike is going to be an edge guarding move! although sometime difficult to land, the Dair comes with the reward of knowing your opponent won't come back again. The Dair can be handy from a SH off of the stage, or by a ledge-drop if the opponent has a vertically oriented recovery.

- Nair: This can actually be a very reliable edge guarding move. Just run or jump of the stage and Nair. It covers a large area and all around ROB's body, so it's pretty safe (Even if you exchange hits with an Up-B or something, they still die ^_^). Great vertical power and can kill horizontally if close enough to the edges.

- Forward Smash: Although it's not applicable to all situations, sometimes you can catch the opponent mid recovery with a down angled Fsmash. This works a lot better on Recoveries that Don't sweetspot (Snake, Sonic) and some that might not always sweetspot correctly. Usually your aerials are abetter option, but if you can't run off and hit them in time, an Fsmash can do the trick sometimes.

- Neutral B: That's right, the Layzah. This option is really only available if you haven't used it for more than 20 seconds, as you need the fully charged lasr to make this work. At higher percentages, the Laser actually does knock people back a considerable amount, enough to quickly get the kill if they're already far off the stage.

However, if they are recovering high, you could try a few things:

1. If they are low enough and in reach, you can Bair them to get them back off the stage.

2. Or if they're in reach to can simply hit them with a Fair and start WoP'ing them off the stage, usually for the kill

3. If they're really high, you can just wait for them. Hit them with a Uair are they come down for some damage or if their Up-B leaves them vulnerable, you can try to intercept their fall with a properly placed Upsmash for power

Also, if they are recovering high or otherwise far away from you, use this time to charge your gyro (for fire a laser if you can hit them)

!DEFENSE!

GENERAL DEFENSE

Dodging and Countering:
- Another one of the awesome things about ROB is his ability to counter. Whenever you can anticipate an attack coming, Spotdodge (or roll, but Dodge is better). His dodge is so fast, the you can almost immediately Dsmash without being vulnerable at all. His Dsmash is so fast and has so much range that it's the perfect move to counter whiffed attacks with. However, it's not invincible. Characters with multi hits smashes and the like can hit you right out of the spot dodge. Example of this are Zelda's Forward smash, and Toon/Adult Link's Forward smashes when porperly timed.

- Also a Viable option is the tried and true Shield Grab, which works better at low percents because the Up and Down throws lead nicely into Fairs/Uairs.


RETREATING

In General ROB has several methods of retreating and keeping himself safe.
- His Fair may be great for offense and approaching, but they can also be great for creating that wall as you retreat to safety, keeping aggressive enemies at bay.
- Similar to rereating Fairs, his Bair is also wonderous for this too. As long as you face away from you opponent, the Bair creates a nice powerful hitbox between you and your opposition as well as boosting you to safety.
- As you retreat, you may need to be protect from all angles. This is where ROB's Nair comes in. Although it has a bit of startup, after it engages, it's very hard to approach ROB while he's using this move. It also has killing power, which is a nice bonus.
- And again, the classic shield grab comes in handy. just Grabb 'em and toss them forward or Back and flee to safety (or edgeguard if applicable).

RECOVERING

When Recovering, your Goal is always to remain as safe as possible. There are several methods and techniques you can employ to make sure you get back on the stage safely

1. Use your Bair! Whenever you're knocked high up and off the stage, your Bair can be a very good tool in gaining horizontal distance without using your Up-B. Of course, you don't want to do this too close to the stage, because the edge guardger can hit you away again in the lag.

2. Recover From Below! When using your Up-B, it's always a good idea to approach the edge from below. This makes it easy to sweetspot the edge so you can get back on safely.

3. Attack your Atacker! ROB's unique Up-B allows him do do what most other characters can't; Recovery quickly onto the stage while using an aerial. Use this to your advantage. When approaching from below, ROB's Uair provides a way to swat away edge guarders that like to get close.

4. Start a Wall of Pain! Don't be afraid to start WoPing before you even make it back to the stage. Setting up a wall of Fairs betwen you and your opponent is a nice way to ensure that he lays off for the time being. Bonus is that once you land, you can continue comboing!


:3 :3 :3
my friend codes 
Reply With Quote
(#14)
Old
hollingsworth's Avatar
wut
hollingsworth is a jewel in the rough
Hub: Offline
 
Send a message via AIM to hollingsworth
Re: Character Guide Threads Here! - 07-05-08

one last thing, after you use a down throw, usually people air dodge just cause, wait until they are about half way through the dodge and destroy with a nair

oh, credits: http://smashboards.com/showthread.php?t=152866
my friend codes 
Reply With Quote
(#15)
Old
SoSik's Avatar
Why So Sik?
SoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary user
Hub: Offline
 
Send a message via AIM to SoSik Send a message via MSN to SoSik Send a message via Skype™ to SoSik
Re: Character Guide Threads Here! - 07-05-08

There we go. Thanks for the guides guys.
my friend codes    Disposable Income Bronze Member Red Poster Kerbert Xela - Professor Layton & Luke Showman Award The End of the Line Profile Celebrity The Man of the Hour Helpful Helper Virtual Creativity Best Topic Friendcodes Socialite Protector of the People The CnC Award Life Force Good Grammar Award 
Reply With Quote
(#16)
Old
LoveLucario's Avatar
Lucario is my hero =]
LoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatnessLoveLucario is on the road to greatness
Hub: Offline
 
Send a message via AIM to LoveLucario Send a message via Skype™ to LoveLucario
Re: Character Guide Threads Here! - 07-05-08

hhahah. no problem =D
my friend codes    Sketch Artist Red Poster The Man of the Hour 
Reply With Quote
(#17)
Old
MalcolmGNAR's Avatar
Senior Member
MalcolmGNAR is on a distinguished road
Hub: Offline
 
Re: Character Guide Threads Here! - 07-05-08

my friend codes 
Reply With Quote
(#18)
Old
SoSik's Avatar
Why So Sik?
SoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary userSoSik is an exemplary user
Hub: Offline
 
Send a message via AIM to SoSik Send a message via MSN to SoSik Send a message via Skype™ to SoSik
Re: Character Guide Threads Here! - 07-05-08

I'll also be adding guides from different sites because
there isn't a guide for every character on here.

Kirby Guide.



Ground Attacks

A, A, A

Damage: 2, 3 (5+ Total)
Knockback: Very Low

This is Kirby's standard A attack. It does minimal knockback, but the purpose is to wrack up quick damage -- and it does exactly that. Even if you are playing somebody who knows what they are doing, this can inflict a quick 14 or so percent, and can also lead into something else if you react correctly. Overall a good move.

Tilt Forward A

Damage: 8
Knockback: Moderately Low

Kirby delivers a quick kick with this move, and it gets him a bit of space. This isn't a combo move, nor a kill move, but rather a move that simply gives you a bit of room, or finishes up a combo. Some moves can flow into this rather easily and it allows you to get some room after a combo.

Tilt Down A

Damage: 6
Knockback: Low

Down A is a great move, because it’s fast, can lead into other tilts, and can trip somebody, which leads into an easy Smash attack. Try to use this move after blocking an attack to trip the opponent, and finish it off with a Smash Attack.

Tilt Up A

Damage: 7
Knockback: Low

This is a contender for best tilt in the game. Up A can combo all day long into whatever it wants. It’s very quick and very difficult to punish. You'll be using this one a lot.

Dash Attack

Damage: 14
Knockback: Moderate

This spinning kick has replaced the old fireball dash attack from Melee, and it is actually useful this time. It does decent damage and also gives you room, has multiple hits so it can wear on shields, and even hits those who impatiently drop their shield early.

Forward Smash

Damage: 15
Knockback: High

The Forward Smash, like most of Kirby's moves, has been dramatically improved from the Melee days. It’s quick, does good damage, and is powerful enough to get you KOs. This will likely be your primary kill move.

Up Smash

Damage: 15
Knockback: Moderately High

This move isn't quite strong enough to get kills, and it seems at any point you'd want to use Up Smash, a Forward Smash would be more effective. Use it at higher percents for an off the top KO, or if you are on a really high part of certain stages.

Down Smash

Damage: 14
Knockback: Moderately High

The Down Smash is very quick and hits on both sides of you, but much like Kirby's Up Smash, the Down Smash gets purely outclassed by the Forwad Smash.

Grabs

Down Throw

Damage: 12
Knockback: Low

The Down throw is probably Kirby’s best throw. It is his best throw for comboing, although it doesn't damage that well. (At 12%, it’s the strongest throw Kirby has.)

Up Throw

Damage: 10
Knockback: Low

Kirby's Up throw has some power once you get to high percents. If you find yourself struggling to get KOs, and you’re able to land grabs, try to land an Up throw and land yourself on a high platform. It may help you get that final move for a KO, though it's unreliable.

Forward Throw

Damage: 8
Knockback: Very Low

The Forward throw move has a small knockback, and looks like you could combo out of it, but the opponent can react before you can. Avoid this throw; it is very easy to punish.

Back Throw

Damage: 8
Knockback: Low

This throw is like a better Forward throw, but it still isn't that useful, low damage and knockback, but no combo potential.

Air Moves

Neutral A

Damage: 12
Knockback: Low

The Neutral A is much better move than the Melee version. It still has low knockback (so you can combo out of it if you land after it connects) but it has some decent priority this time around.

Forward A

Damage: 12
Knockback: Moderately Low

This is a quick and effective air attack useful for off the stage pursuit, much like the rest of Kirby's air attacks.

Back A

Damage: 12
Knockback: Moderate

More powerful than the Forward air, the Back A is your bread and butter air approach and edgeguard -- an all around good move.

Up A

Damage: 10
Knockback: Low

This is one of Kirby's better combo moves, as opposed to the powerful air attack it was in Melee. This move does low enough knockback to combo into any other air at lower percents, and at higher percents only seems to give you a bit of room. Use this a lot at lower percents, but scale back on the use as the opponents percent raises.

Down A

Damage: 14
Knockback: Low

Down A combos into almost everything on the ground, while off the stage it is one of the best and easiest to land spikes in the game. Essentially, you float off the stage, perform a Down A in the air on the opponent, and recover. An effective way to deal with getting KOs off the stage.

Specials


Inhale
Standard B

Damage: 6 (Swallow) 10 (Spit)
Knockback: Low

Inhale is Kirby's signature move and can be used for multiple things. Use your opponent as a projectile in multiman matches, take his power, or swallow him and jump off the stage for a kamakazi kill.

Hammer
Forward B

Damage: 23 (17 in air)
Knockback: High (Moderately High in air)

This move has improved a lot, specifically in the air. It is much faster and much easier to land the killing hit with this move, and this can also be done in the air. Overall a pretty good move, but it can still be punished, so use it sparingly.

Stone
Down B

Damage: 18
Knockback: Moderately High

This move has been improved from the Melee form. Although the Stone seems harder to punish and easier to land, we still can’t recommend it. The move is still risky, as the opponent can easily avoid and punish it.

Final Cutter
Up B

Damage: 15
Knockback: Low

Final Cutter is a decent and incredibly annoying projectile from far away. It’s much quicker than the Melee version, and because the game moves slower, you can sit back and use the Final Cutter to force your opponents to approach you. Be careful not to use it while they are too close, as it can be punished.






my friend codes    Disposable Income Bronze Member Red Poster Kerbert Xela - Professor Layton & Luke Showman Award The End of the Line Profile Celebrity The Man of the Hour Helpful Helper Virtual Creativity Best Topic Friendcodes Socialite Protector of the People The CnC Award Life Force Good Grammar Award 
Reply With Quote
(#19)
Old
Flightbolt's Avatar
SUMMEERRR VAACCCAATTIONN!
Flightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary userFlightbolt is an exemplary user
Hub: Offline
 
Re: Character Guide Threads Here! - 07-05-08

Thread has been stickied =].
my friend codes    Comedian award Gold Member Elite Poster Best Topic Bling Medallion True Leader Award 
Reply With Quote
(#20)
Old
hollingsworth's Avatar
wut
hollingsworth is a jewel in the rough
Hub: Offline
 
Send a message via AIM to hollingsworth
Re: Character Guide Threads Here! - 07-05-08

yay sticky
my friend codes 
Reply With Quote
Reply

Tags
character, guide, threads

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Olimar character guide Br3nd0n Super Smash Bros Brawl 20 02-15-09 01:48 PM
Duplicate Threads vs. Revived Threads Blooregard Site Feedback and Support 5 10-20-08 02:24 AM
Who Would Win In A Fight Between (Character A) and (Character B)? Tsun Fun & Games 112 07-14-08 05:30 AM
Character Information Guide Sesshomaru Super Smash Bros Brawl 8 05-07-08 12:32 AM
a guide to animal crossing (a cheat guide) qldkid Animal Crossing: Wild World 16 04-17-07 02:25 PM



vBulletin®, Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2009 friendcodes.com. We are not affiliated with Nintendo.

-->