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


Reply
 
Thread Tools Display Modes
(#1)
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
07-05-08

If you have any character guides that you would like to show your fellow
FC members, let me know.

If you found this useful, please leave some karma on your way out.
It's the green box on the right side. Look's like this:

<-- Karma box.


A few of these guides are found here, MyCheats: Video Game Cheat Codes, FAQ's, and Walkthroughs

Super Smash Bros. Brawl WalkThrough
Shield Guide - Sesshomaru

Samus Guide

Samus, much like Link, has a great projectile game, and strong melee moves for a decent close game. She, similarly to Link, is also fairly slow. As Samus, you should keep close, but not too close to the opponent. She has a lot of range on most of her melee attacks, so you want to be right in the action, working your way to an opponent while hitting them with missiles and charge shots.

Lucario Guide - Love Lucario.

Lucario has great range,and a good projectile in the vein of Melee's Mewtwo. However, he has a fatal flaw. Most of your moves don't reach full potential until about 160-185%, by which time you will likely be dead or barely hanging on. Given that, Lucario is best at a prolonged attack, with a fair amount of disregard for damage. Also, with some of the best air range in a physical fighter, you have great counters to being frequently hit.

R.O.B Guide - Hollingsworth

Marth Guide - MalcolmGNAR

Marth is the master of range. All his sword attacks have great range and have massive hitboxes that can't be broken through. He has effective combos, a spike, and a sweetspotted (the tip of the sword) Forward Smash that’s very powerful. In short, Marth is a great character who has speed, combos, and power. The only thing he really lacks is a projectile, but no one’s perfect, right?

Mr. Game & Watch Guide - JV12345

Mr. Game & Watch (we’ll refer to him as GW) is greatly improved from the mediocre version in Melee. He has a lot of range, solid combos, and minimal punishable lag. Plus, GW eats through shields with his amazing Back air, and can kill at low percents! GW is, easily, one of the best characters.

Pokemon Trainer Guide - TOPIX

Charizard is the powerhouse of the three Pokémon. He’s easy to use, the heaviest of the three, and has the best recovery of them all because of his glide and multiple jumps. With Charizard, you want to get right in your opponent’s face and use your range. And don't forget that firebreath, since it’s a pretty viable approach with good damage. Be careful not to be predictable, since Charizard is a big character who can be punished easily.

While Ivysaur is the slowest of the three Pokémon, he has the strongest kill moves and a great projectile. Spam Razor Leaf any time there is any distance between you and your opponent. Ivysaur has powerful and long moves, but suffers from poor recovery due to his tether move (Vine Whip). As Ivysaur, you should keep your distance away from the opponent.

In the air, Squirtle is the quickest of the three Pokémon. Although Squirtle has only a few kill moves, his moves have little lag. He can combo easily and is least likely to be punished for his mistakes. As Squirtle, you should constantly fade in and out using his tremendous aerial mobility. Jump in for a quick attack, then fade back out before you land. Be careful not to over pursue the opponent and get caught off the edge, as Squirtle doesn't have the best recovery.

Kirby Guide

Kirby might not look like much, but he is a great fighter. Kirby is a character who combos well, with both a solid air and ground approach, dealing damage fast and has some pretty good kill moves.

Fox Guide

Fox is back, and although he isn't as good as he was in Melee, he is still a top level contender -- great combo game, fast, and has great finishers with a decent projectile.

Fox’s strategy relies on aggression, comboing the opponent and finishing them off with a quick Up or Forward Smash at higher percents.


Link Guide


The Hero of Time has great power, a good range game, and a good close game. But overall he remains fairly slow. Link must use all his tricks and strategies to rack up damage while the opponent chases him, and eventually he can finish them off with a few of his stronger moves.


Mario Guide


Mario is an all-around character. While not specialized in any area, Mario has decent combos, a decent projectile, and some decent killing moves. This time, Mario has fairly strong combos thanks to his Up tilts and aerials that string together pretty well, and his Smash Attacks have enough knock back to get his kills. His Forward Smash has been buffed up, with a much easier to land sweet spot, while his Down Smash seems to have lost a bit of its power.
Mario is all about comboing at low percents and edge guarding with back airs. You can keep your distance at the higher percents with fireballs until you can finally land a killing move on your opponent. Mario is relatively a simple character, but not necessarily an easy one to use.

Pikachu Guide

Pikachu has a lot of speed on his side, and has some nice combos. A decent projectile can force opponents to approach you, while you keep your distance. He also has a wide array of strong Electricity moves and a Down Smash that would make even Melee's Peach jealous. Overall, Pikachu is a good character, although it can be hard to land his primary kill moves.

Solid Snake Guide - LittleMoogle

Jigglypuff Guide - illinialex24

Falco Guide - LittleMoogle

Falco in Brawl behaves differently than the Falco in Melee, but he still has potential -- good projectiles, combos, kill moves, and edgeguards. Falco’s slower than before and has a tougher time landing KO moves, and thus can’t be played as aggressive as he was in Melee, but Falco can still bring the pressure. Pressure the opponent by attacking with simple combos and shooting the blaster constantly.

Ness FAQ/Guide - Nathan

King Dedede Guide - LittleMoogle

Dedede could be called one of the slowest characters in Brawl, but his long-reaching damage-doling hammer and unique play style can cancel out his speed deficit. Clever play makes him a fantastic addition and fun to play for seasoned players.

Grabbing is a key to his success, and once mastered, stringing attacks together and getting an enemy to the edge for KO's is easy.

Lucas Guide - Webadict

Lucas is the lead character from the Mother series (Earthbound US), a young timid boy who, like his counterpart clone (Ness), sets out on an adventure, and somehow found his way into SSSB.

At first glance, you would think Lucas is a Ness clone from SSBM, but once you understand his moves, you'll find that the creators tweaked a few Ness flaws and created Ness 2.0

Not too heavy on the damage side, but with his quick steps and double jump, Lucas is a good character who relies on close combat: inflict damage, jump out, recover, and jump back in again. Repeat.

Bowser Guide - Woodtree

Big, powerful, and slow all describe this contender. A bit faster than in Melee, he now has a few new tricks to help offset his weaknesses. With some of the most powerful hits in the game and being one off the heaviest characters in the game he is one tough cookie.

Bowser truly shines when a player masters his special moves which help him evade being combo'd and sometimes just plain annoy your opponent. Patience is a virtue with Bowser, focusing on counters is your best bet at evening the playing field.



Would you like to submit one? PM me.

Last edited by SoSik; 07-14-08 at 09:14 PM..
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
(#2)
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
07-05-08

Olimar Guide - Lordicarus

Olimar is a powerful and tricky character in Brawl. Considering most of his attacks are attack and fierce on contact. Opponents hit by his attacks are in for a real big question mark on their head as his attacks are fast and powerful, but overall Olimar’s reflexes are a bit slow.

Ike Guide - Midori

Ike is probably one of the most hard played characters in Brawl. Because of his slow speed and long lag he has to rely on different tactics to deliver the killing blow. If you say that Ike's attacks are easy to dodge, you haven't met someone who is good at maining Ike.

----------







Last edited by SoSik; 07-21-08 at 02:24 PM..
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
(#3)
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

R.O.B.

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


Anyway, you came into this thread to read a ROB guide right? Well then youprobably 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!

Glide toss combos:

glide toss-> forward smash
glide toss->neutral A two time-> grab
lazer->glide toss



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
(#4)
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. or you couyld down throw, jump, but wait for the opponent to do an airdodge and kill

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!

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!



All of this is from smashboards Reign Of Blasters- A R.O.B. Guide (General Update 4/27) - Smash World Forums


:3 :3 :3
my friend codes 
Reply With Quote
(#5)
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

Official Lucario Guide :]

here add that link to your first post under lucario guide.

instead of us adding our guides as posts it would be too confusing lol.
my friend codes    Sketch Artist Red Poster The Man of the Hour 
Reply With Quote
(#6)
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

well, someone already had a list of all the links...

Need strategies/help for a character? Look no further than here
my friend codes 
Reply With Quote
(#7)
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

ya but this thread is better get it stickied sosik

and just have a list in first post

mario- <link to guide>

luigi<link to guide>

if you see where im going with this ^^/

well mines a little long lolz.
my friend codes    Sketch Artist Red Poster The Man of the Hour 
Reply With Quote
(#8)
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

sosik, should i delete my posts? i didnt understand
my friend codes 
Reply With Quote
(#9)
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

Watch this video ^^


YouTube - Lucario Vs. Marth

LoveLucario Vs. MalcolmGNAR




Before anything, Lucario is a fast and slow character at the same time. He falls really slow through the air which can give you advantages as to use more air attacks. Another thing is if you play with final smash, his is one of the worst.He also gets stronger over time. Once he reaches 200% his attacks are double the normal power or if you reach 100% dammage and are a life behind the other person. I'll get the exact ratio with his attack and dammage in a little bit.

why should you use him?
pros:
semi-fast
high jumps
semi-strong attacks
gets stronger
has a disjointed hit box

cons
slower than most characters
mid weight meaning he can get KOed before reaching full power(200% damage=double attack power)
not that strong at very low percentages

despite what other players may say, lucario can combo and he is quite decent at it. his floaty physics allow for excellent arial combos without letting your opponent get a hit in. to sum it up, he has a projectile. normally his projectile isn't that strong*cough...13%...cough* but as his damage increases it gets stronger.


Yay! Just a little intro to him now the helpful stuff.


1. Side B
This move can grab but if the grab misses the blast of aura does a little dammage.
When you and your opponent are at 0 %(lets say the match just started) you can chain grab them by using this move repeatedly, and you can get them up to about 50% before you can't really use it anymore for a chain grab.



2. Aura Sphere
Yay his pretty much best move. When You want to charge roll dodge to the other side of the level and start charging, he is pretty much the fastest roll dodge character so the people chasing you won't catch up for a tiny bit giving you time to charge. Shield to stop charging instead of shooting it at the rushing enemy, unless you know you can hit them. When you get knocked far off the map start charging and then air dodge to stop the charge and get back on the level. Another good way to use the aura sphere is in the air. When opponents are getting back to the level shoot it at them or jump put at them and fire it. Another thing is the reverse aura sphere, which you start firing in one direction (well say left for example) and it turns and shoots the other way (now shoots it to your right :) ).


3. Down A
This move is useful becuase lucario falls slow and you can do this 3-5 times before you hit the ground. It launches the enemy to the left or right. But if you hit it exactly ontop of the enemies head it will be a spike(it is almost impossible to do).When the enemy is below the level trying to get up this is a great time to use it. When it hits them it will either launch them away from the stage and they will die anyways or it will launch them straight into the stage spiking them and shooting them straight down.



4.Grabs

a. Forward Grab
This is to just get away from your opponent. you can easily follow this up with a dash attack to start a combo.

b. Up Throw
This can be used to start to juggle your opponent. Other than that, try starting combos with this throw.

c. Back Throw
Useful to just get away from the opponent. another use, to throw them off the stage and to begin edgegaurding.

d. Down Throw
Throws the opponent downward, the opponent bounces off the floor into the air.
this move has a lot of uses. it can start arial combos for one. another thing is that it deals out a decent amount of damage, combine with grab attacks and deal a quick 20% damage, and then combo your opponent





5. Smashes

a. Forward Smash
It is long range but it has a long release before the attack so even if you let go to do the attack you may get attaacked before your attack hits. Good for people that are coming back on to the stage.


b. Up Smash
DO not use this often. It is a long attack and can end up getting you killed. The only good thing is that the attack lasts for around a second so even if it looks likes its over, if the enemy touches you they can still get hurt.


c. Down Smash
Good for getting people that are trying to get back onto the level. Use it also when you shoot a weak aura sphere and the enemy shields then unshields or just use it after a grab if you decide not to throw the enemy any where with your grabs.



6. Air moves

a. Up Air
It is good for finishing off an enemy with high dammage or using it to finish a combo.

b. Side Air
this move is perfect. You can do it reapetedly on an enemy that is off the map and you can kill them with low percentage.


c. Back air
This is also a good finisher move. It is also great to combine with combos. :D


d. Up B
Cant cause dammage so it's easily edgeguarded. But on final destination, you can Up B to under the stage and then hop back onto the stage preventing the edgeguarder from doing what they planned lol :)

Tip: you can get to the edge to edgeguard faster by using htis move ;)

The picture below shows where to up b to under the ledge on final destination if you are being edgeguarded.



e. Neutral Air
Pulling a NAir before you land is a good idea because the attack goes both sides and the attack starts really fast. The only problem with NAir is the lag after the attack, but that's when the landing comes in. The landing cancels out the lag and your good to go for any attack.


7. Counter Down B
This move is really helpful. It is slow so if you use it at the wrong time, you can get killed. The best times for counter on any character is when they dash at you and do their lunge attack towards you. This is the easiest way to counter. If you have people who like shooting aura spheres or the balls with samus right as you touch the ground infront of them, this is also another good spot to counter. When facing a metaknight, (a good one that knows what he's doing lol) he willl usually try and Up B you while you are off the map, this is kinda hard to counter but you start your counter when you see the metaknight started to jump below you.
The last one is just countering in the air above the map or off the map (beware if you counter off the map because sometimes you won't be able to get back on :( )


8. Tilts

a. Up Tilt
He swings his leg around which does an ok amount of dammage. Good if you miss an up smash :)

b. Down Tilt
This one is fairly good. It is pretty fast and even if your not facing the enemy it can still hurt them :) (they hav to be right behind you when you are doing this attack in the other direction for it to hurt them.) one use is when edgegaurding, you can stay, for the most part, a safe distance away and keep kicking and the opponent may get caught in your kick, this makes it that much harder for them to recover


c. Side tilt
This one in my opinion is the best. It is fast and it has good range. It is also a little strong, it can send the enemy flying allowing you to either go jump up and do some kicks or it gives you time to charge an aura sphere.


9. Other

a. A-jab
this can be very useful. use this after a dodge to quickly jab your opponent. after the jab is finished, and since it is so fast you can follow up by finishing your combo or you can charge forward with another attack or a grab, but remember this small moment doesn't last long so know what you want to do next before hand.

b. AA-jab
This puch knocks the enemy back a tad farther than his normal jab but the same principles apply when planning your next move as with the jab but since he is farther away, a side tilt would work well.

c. AAA-jab
finishes the combo with a kick that sends the opponent forward and slightly upward
this, at lower percentages, can be used to start a combo. you have many options after ward, charge in with another attack, fire your arua sphere, or charge it up, or you could always grab them. note that attacking after this move can be dangerous as the opponent has plenty of time to know what your doing. to do well following this up, mix in some mindgames to confuse them.

d. Dash attack
Does an okay amount of dammage and is easily blocked and gives the enemy a chance to smash or grab you so be careful if you miss.




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
(#10)
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

10. Tips and Other Info
a. Advanced Techniques

1. Chain Grabbing
This is a move where you grab the oppenent with your side b and do it repeatedly.
YouTube - Lucario
That video shows chain grabbing.

*The smaller the character, the harder the chain grab is
**This does not work if you or your opponent are over 40%

2. Up B to a Wall/Ledge

You use your up B and aim it towards a ledge or a wall and you will stick to it. You can only stick for a few seconds so think quickly about what your going to do.



3. Reverse Aura sphere

This move is performed like Captain Falcon's Reverse Falcon punch or ROB's reverse laser.
I have only done this once and I find it nearly impossible to do.

4. Wall Hopping

It's I guess advanced. When you are on a level with a wall or multiple walls you can stick to them and hop your way up them. Most stages do not have walls but if your like me and you play custom stages, you will find this very useful.

b. Lucario's Disadvantages

1. Character-wise

Lucario- Since an enemy lucario has your moves and techniques you need to rely on tactics to win this fight. These are the toughest fights you will have as playing Lucario.

Fox,Wolf,Falco- They can deflect your Aura Sphere's back at you so you must be careful. What I do when i play one of the Star Fox characters is I shoot my Aura Sphere and Immediately after I hold my shield.

Ness,Lucas- They aren't that much of a threat but they can absorb your Aura Sphere's which recovers their health wich can be frustating at times.

Marth- His range is extremely far making your attacks harder to land on him.

Sonic- Basically sonic just moves to fast for Lucario XD. It takes a long time to kill a sonic that actually knows what he's doing.

Heavy characters- Since your not heavy you get killed by these characters easily if you have 60% or more. They can get you in one smash.
These include- Ganondorf, Bowser, Ike, Charizard

2. Stage-wise

Basically any stage that obstructs your Aura Sphere is a map you are at a disadvantage.

Some of these stages include-

Hyrule Temple, Pokemon Stadium 1 & 2, Luigi's Mansion, Rumble Falls, New Pork City, and 75m

There are a couple more but those were off the top of my head.

3. Other Disadvantages
When you are at low percents which pretty much means below 50% your attacks are absolutely horrible. They are very weak and your opponent can easily beat the crap out of you.

Your Up B does no dammage so you are easily edgeguarded.

You fall very slowly which in some cases is an advantage but heres the disadvantages.
Characters can get more air combos on you.
If you are having an air battle with someone they will fall faster than you preventing you from attacking.

You are KO'ed easily
Since you aren't a heavy character you can get killed by an uncharged smash around 100-120%. Your attacks by that time have only reached half of their potential power.
Your attacks reach max power at 200%

c. Combos ( I made up the names :) )


1. Throw-Kick - This you just grab your opponent and do a down throw and then immediately after jump up and kick them as many times as you can.

2. Side B Aura Sphere - *Works well under 50% dammage* First fully charge an Aura Sphere. Then go up and do your Side B grab to an opponent and after they are released shoot your Aura Sphere. This can do between 20-30% dammage.

3. Spammy Kick - When your opponents are in the air, doesn't matter if they are on or off the stage you do your Forward Air ( I call it side air) to them as many times as you can until you miss.

4. Up tilt Juggle - *Works at very low percents, less than 25%* You continously do your up tilt to your enemy. You can juggle them around 3-5 times depending on their percent.

5. Down A Sphere - Charge am Aura Sphere and do a down A on your opponent and then shoot them with your Aura Sphere.







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
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.

-->