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Smash 3DS Demo Tips of Interest

Aeronite's Kiseki

Smash Journeyman
Joined
Sep 8, 2007
Messages
456
Location
Portage, Indiana
I'll try to type up all of them

===Fighters===
Mario - F.L.U.D.D: A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.
--Up Smash Attack: A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.
--Front Air Attack: It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.

Link - Hero's Bow: The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight.
--Bomb: Your bombs are special ones--the explosion from hitting an enemy won't hurt you.
--Side Smash Attack: Press the button again to attack a second time. The second attack has more launching power.
--Dash Attack: Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
--Hylian Shield: Link's Hylian Shield blocks all projectiles no matter how powerful. Link won't take damage at all.

Kirby - Inhale: In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
--2. If you press the attack button after sucking an enemy in, you'll spit them back out. Use enemies to attack other enemies.
--Final Cutter: Kirby slices up into the air an then slices straight down again. The shock wave that appears when you land an also damage opponents.
--Stone: Kirby's form is different each time he uses this, but the move's effect is the same.
---2. While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players!
--Jump: Kirby's light body lets him jump five times--more than most other fighters. IF Kirby gets launched but not cleared, you can almost bet he's coming back!

Pikachu - Thunder Jolt: Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges.
--Thunder: The bolt of lightning has a meteor effect. Use it after throwing a for upward for a powerful combo.

Yoshi - Egg Lay: This move grabs opponents with Yoshi's tongue and traps them in an egg. They'll take less damage while trapped, but you can hit them all you like!
---2. The more damage Yoshi's foe has accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around.
--Egg Throw: The angle Yoshi's egg travels depends on the direction you press just before the egg is thrown. Push backward to throw straight up.
---2. How hard Yoshi throws the egg depends on how long you hold the button down. Tap for a light throw or hold for a powerful one.
--Egg Roll: You can start this move in the air, but you won't deal any damage until you hit the ground.
---2 This move turs Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be. Just beware of getting grabbed.
--Yoshi Bomb: The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
--Front Air Attack: Yoshi charges up for a moment and then delivers a powerful headbutt. Hit an opponent from above, and they'll fly down with a meteor effect.

Donkey Kong - Headbutt: Use this move to bury your opponents if they're on the ground or meteor-smash them in midair.
--Spinning Kong: This move doesn't offer a lot of lift, but it can carry Donkey Kong a fair distance left or right.
--Hand Slap: DK's Hand Slap affects a large area around him. However, it won't hit airborne fighters.
--Forward Throw: Donkey Kong can pick up opponents and carry them around! Try to throw them before the shake free, though.

Samus - Charge Shot: This is devastating when fully charged.It can be unleashed instantly if you fire it while airborne.
--Missile: Holding a direction will fire a Homing Missile, while quickly inputting a direction will fire a Super Missile!

Fox - Blaster: The blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance
--Fox Illusion: When you use this move on the groun, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful.
--Reflector: This move can reflect projectiles, and it also damages nearby opponents when activated.

Luigi - Green Missile: Charge this for too long, and he'll get worn out and give up. Let him catch his breath, and then try again.
--2. This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
--3. This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
---Down Taunt: If your foe's clinging to an edge for deal life, try using Luigi's down taunt. That meteor smash will be VERY satisfying.

Captain Falcon - Falcon Punch: After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns
--Falcon Dive: A leaping grab that sends the opponent flying with explosive force. If it connects, you're free to use the same attack again without landing.
--Front Air Attack: There's a violent knee jab at the start of this move. Connect with that for some serious launching power.

Peach - Peach Parasol: Press up and down to open and close you parasol and adjust your fall speed.
--Vegetable - The vegetables' emotions are picked at random. The sort-of-wrinkled-looking ones deal the most damage.
--Side Smash Attack: The tennis racket launches farthest, the golf club has the best reach, and the frying pan hurts the most.
---2. Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order!
--Glding: Holding the jump button will let Peach hover in the air for a short time. She can even attack as she floats.
--Low Gliding: Jump while crouching to float just above the ground. You can use air attacks quickly that way!

Bowser - Fire Breath: Fire Breath loses power the longer it is used. Waiting a short time between bursts will allow it to recharge.
--Whirling Fortress: Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.
--Bowser Bomb: Bowser will leap into the air hornsfirst. Hitting an opponent on the way up makes it much easier to clobber them again on the way down.
--Tough Guy: Bowsers a real tough guy. When he's only lightly damage, weaker attacks won't make him flinch.

Zelda - Nayru's Love: The move summons a magical barrier that reflects enemy projectiles. It's not just for defense either--it also deals direct damage!
--Din's Fire: This explodes when you release the button. Hold it longer to get more range and a stronger explosion.
--Farore's Wind: Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to.
--Phantom Slash: Charge this attack to make the Phantom travel farther. It'll attack differently based on the distance traveled.
--2. Zelda's Phandom can take some damage, but it it's destroyed, she can't summon another for a while.

Marth - Shield Breaker: This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.
--Dancing Blade: Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike.
--2. Press down on the fourth swing to finish your combo with a powerful blow yo your opponent's feet!
--3. Press up on the fourth swing for a slice that will launch your foes. This swing is exellent for netting some KOs!
--4. Marth's sword leaves a trail as he swings it, and the color reflects the attack's height. Blue is high, red is middle, and green is low.
--Counter: The counter depends on the attack it is countering. A countered smash attack may KO an opponent!

Pit - Palutena Bow: Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air.
--Upperdash Arm: A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool!
--Power of Flight: Pit's wings glow and then send him flying in the direction you choose. This move travels a long way, making it an excellent recovery
--Guardian Orbitars: These handy items will block enemy attacks as well as reflect projectiles. They'll even push back foes who touch them.

Diddy Kong - Peanut Popgun: While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire.
---2. Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits.
--Monkey Flip: While performing this move, you can press the attack button to launch a flying kick the deals considerable damage and has good launching power.
---2. If you grab someone in the air, you'll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack.
--Rocketbarrel Boost: If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own.
---2. You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!
--Banana Peel: You can't whip out another Banana Peel if one of yours is still in play, but each one will vanish after being thrown twice.
---2. In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip!

King Dedede - Inhale: Dedede is already perfect, so his inhale won't copy abilities. Instead it has a longer range than Kirby's.
---2. After inhaling an opponent, press the button again to spit them out as a projectile. This way, you an hit your opponents with each other!
--Gordo Throw: Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing it how it bounces.
--Jet Hammer: It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too!
--Super Dedede Jump: After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up.
--Strong Down Attack: He can attack while prone by cartwheel forward. This lets him attacks while moving, like a dash attack.

Metaknight - Mach Tornado: The tornado created around Metaknight can destroy any weak projectiles it hits.
--Shuttle Loop: Metaknight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes.
--Drill Rush: While Metaknight's rushing through the air like a drill, you can adjust his direction.
--Dimensional Cape: Metaknight wraps himself in his cape and disappears. Keep holding the button, and he'll strike when he's back!
--Flurry Attack: Press the attack button to unleash a flurry of strikes. Metaknight doesn't do "standard attacks."

Zero Suit Samus - Paralyzer: Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!
--Plasma Whip: This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away.
--Flip Jump: Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
---2. Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect, too.
--Attacking from Above: This move sense Zero Suit Samus diagonally downward while attack. When she lands, the impact damages enemies around her.
--Down Smash Attack: This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victim will be stunned for a moment, leaving them open to another attack!

Charizard - Flamethrower: Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it.
--Rock Smash: The rock shards will fly in random directions. Get close to your target to maximize damage.
---2. Right before smashing a rock, Charizard gets super armor, meaning it won't even flinch if it's attacked.
--Flare Blitz: There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters, too!
--Strong Up Attack: Charizard's wings won't take damage, making this good for overpowering foes striking from overhead.

Ike - Eruption: A downward stab the summons raging flames around you. Gets stronger the longer you charge it, and the tip of the blade has a meteor effect.
--Aether: During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
---2. Ike will be protected from flinching while he prepares this attack. This move can send for flying upward!
--Standard Attack: There are three levels of attacks: a punch, a kick, and a sword swing. All pretty handy, since they're quicker than Ike's other moves!

Olimar/Alph - Pikmin Pluck: Olimar/Alph will always pluck the Pikmin in this order: red. yellow, blue, white, purple.
---2. You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile.
-- Pikmin Throw: Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.
---2. The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.
--Winged Pikmin: Two Winged Pikmin carry Olimar/Alph. The more Pikmin they have, the harder it is to pull him up.
-- Pikmin Order: Olimar/Alph's whistle calls back his scattered Pikmin. Even the ones that are goofing off.
-- Olimar/Alph always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it.
--2. This move will change the order of your Pikmin. Use it to plan your attack strategy.
--When seperated from Olimar/Alph, Pikmin are very vulnerable to enemy attacks.
--The Yellow Pikmin has a wide attack range but deals low damage. Electric attacks won't hurt it.

Lucario - Aura Sphere: Other fighters can be damaged by the Aura Sphere as Lucario charges it. The size of the sphere is affected by Lucario's Aura.
-- Force Palm: Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.
--Extreme Speed: This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.
Aura: Lucario's launching potential is directly related to how much damage this Pokemon has taken. The power of Lucario's Aura radiates off its hands.

Sonic - Spring Jump: Use this in midair to drop a spring on someone below. Give yourself a boost while disrupting your rivals!
--Spin Charge: If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger.
---2. Jump while spinning forward and you'l keep spinning in the air. You can hit opponents like that or use other attacks.

Villager - Balloon Trip: Your balloon can be popped by your foes. Lose one and you'll lose lift. Love both and down you go!
Down Air Attack: One to three turnips will appear. More turnips means more damage. Three has a meteor effect.

Mega Man - Metal Blade: If a Metal Blade gets stuck in a wall or floor, other fighters can pick it up and use it.
--Crash Bomber: This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to another fighter by bumping into them.
--Rush Coil: Summoning Rush into battle will help Mega Man reach even greater heights. Unfortunately, foes can use him as well!
--Leaf Shield: Grab someone while the Leaf Shield's up, and you can do a combo attack: a throw plus the damage from the leaves.
--Side Smash Attack: Mega Man unleashes a powerful Charge Shot The damage and distance increases the longer you charge it!
--Up Air Attack: Mega Man can launch a little tornado upward. If an opponent gets caught in this minigale it'll carry them up into the air!

Wii Fit Trainer - Sun Salutation: Fully charge the attack before striking to recover a bit of health Talk about flexible!
--Header: Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground.
--Deep Breathing: Deep Breathing can reduce stress. Oh, and it also increases your attack and launch power and heals a small amount of damage.
---2. Press the button again just as the outer circles meets the red inner circle, and you'll boost your attack and launching power for a while.
--Standard Attack: Land three weak attacks in a row, and you'll bury your opponents in the ground for a time.
--Up Smash Attack: You're invincible for a moment just before unleashing this. Try using it to launch foes attacking from above.

Rosalina & Luma - Luma Shot: This sends Luma hurtling forward with a high change of launching opponents. Charge up this move to send Luma flying farther.
--Star Bits: Luma fires Star Bits that can scatter in three directions: high, middle, and low.
--Controlling Luma - Luma can attack even if Rosalina is stunned or sleeping. This can save you in a pinch.

Little Mac - KO Uppercut: Little Mac's Power Meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt!
--Jolt Haymaker: You get a window of invincibility if you start this move on the ground, but on in the air, so be careful!
--Rising Uppercut: Little Mac zooms upward with a powerful uppercut. It travels farther when used on the ground then when used in the air.
--Slip Counter: Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him!
--Side Smash Attack: If you press up when performing Little Mac's side smash, it will change into an uppercut that sends enemies flying upward.

Greninja - Hydro Pump: The water flow doesn't just cause damage--it can also push your foes if you hit them just right.
---2. Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst.

Palutena - Autoreticle: Targets an opponent ahead of you and fires shots at them. No shots will be fire if obstacles prevent you from finding a target.
--Celetial Firework: This move shoots fireworks upward to attack. Besides the anti-air applications, it can also be used to hit downed opponents.
---2. There's a moment of invincibility just after firing the firework. Use it well, and you might be able to nullify an enemy attack and then strike back.
--Explosive Flame: This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying.
--Angelic Missile: Palutena fires herself forward like a spinning torpedo. This move travels a long way, so be careful not to fire yourself right off a cliff!
--Rocket Jump: Palutena propels herself with an explosion at her feet, damaging enemies nearby. It's a little more powerful on the ground than in the air.
--Jump Glide: After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
--Counter: This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
--Reflect Barrier: This move creates a barrier that reflects enemy projectiles. It also pushes opponents away, so it can be useful if you want to keep your distance.
--Heavenly Light: This move damages anyone who touches the rays of light. It's not partiularly powerful, but it can hit repeatedly.
---2. Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself.
---3. Palutena's Heavenly Light doesn't cause opponents to flinch, but it oes gradually push them out of its area of effect.
--Super Speed: Palutena charges forward at speed and sendds anyone in her way flying. The farther she travels, the more damage she deals on impact.
--Warp: Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press.
--Lightweight: This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch.

Robin - Thunder: When casting Thoron, you can hold down the button to make the beam extend farther.
---2. It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses atually changes depening on the spell being used.
---3. A red glow means that Thunder has charged into Arcthunder! A current wuth very high launching power will appear when this move connects.
---4. When Thunder is fully charged, it becomes Thoron! The high-speed beam can eal damage to multiple opponents at once.
---5. If you launch this move witout charging it up, Robin will cast Thunder. It's not very powerful, but its fast speed can take foes by surprise.
--6. Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell will be used.
--7. Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder and travels farther, but it's not quite as fast.

Shulk - Monado Arts: Shulk switches between five modes--Jump, Speed, Shield, Buster, and Smash--that change his abilities for a short time.
--Monado Arts: Jump mode increases your jumping abiity. You'll be able to move more quickly in the air, but you'll also take more damage from attacks.
--Monado Arts: In Speed mode, you'll sacrifice damage and jump height in order to move faster
--Monado Arts: In Shield mode, the power of your shield is boosted but you can't move as face, jump as high, or deal as much damage.
--Monado Arts: In Buster mode, you can deal more damage than usual but you can't launch opponents as far and you'll receive more damage.
--Monado Arts: In Smash mode, you can launch opponents more effectively but you deal less damage and can be launched more easily yourself.
--Back Slash: Shulk leaps forward and performs a vertical slice downward. As the name implies, it deals more damage if you hit the enemy from behind.

Pac-Man - Bonus Fruit: Pac-Man's melon moves slowly through the air, so it's harder to hit opponents with. But when it does hit home, it deals quite some damage.
--2. Pac-Man's strawberry flies a little farther than other fruit and bounce twice when it lands.
--3. Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them
--4. Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.
--5. Pac-Man's apple bounces repeatedly across the ground. It travels quite a distance!
--6. Cherries fly in a low arc. After hitting the floor, they'll only bounce once.
--Pac-Jump: This move sets up a trampoline for Pac-Man to jump on. If you jump on it repeatedly, you'll go higher with each bounce.
--Fire Hydrant: Use this attack in the air, and the falling hydrant itself becomes a form of attack. Try dropping it on an opponent trying to return to the stage.
--2. Pac-man places a fire hydrant on the ground. The water that it spurts will push fighters back.

Mii Brawler - Burning Dropkick: This move combines a big forward leap with a dropkick. Also it's on fire. Charge it up for some serious power, distance, and speed.
--Headache Maker: After a big jump, the Mii Brawler swings down with both arms. At that exact moment this move has a meteor effect.
--Head-On Assault: This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it.
--Shot Put: Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recover.
--Onslaught: A flurry of kicks, followed by a powerful uppercut. This move hits the opponent quite some distance and might even KO them if it connects in midair!
--Piston Punch: This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents.
--Exploding Side Kick: Input in the opposide direction right after pressing the button to turn around and delive this kick the other way! It'll also deal more damage.
--Ultimate Uppercut: This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start.
--Feint Jump: A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick.
--Helicopter Kick: When performing this move, pressing left or right will let you change the direction of the kick.
--Soaring Axe Kick: A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.
--Up Smash: An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above.

Mii Swordfighter - Blade Counter: This move counters an enemy attack. The attack has slightly greater launching power than a normal attack
--Shuriken of Light: The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.
--Blade Flurry - A flurry of sword slashes right in front of you followed by a stab forward. Good for keeping your opponents at a safe distance!
--Chakram - Perform this move like a smash attack to throw stronger and farther. Perform it normaly the chakram will hover and hit multiple times.
---2. Throws a ring-shaped projectile. If it hits the stage, it'll stikc there. You can adjust the angle of the throw by pressing up and down.
--Hero's Spin: A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery.
---2. When using this move on the ground, you can also hold the button to charge it up. It's also stronger in general on the ground than in the air.
--Slash Launcher: A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel.
--Power Thrust: This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's top is especially powerful.
--Gale Strike: The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage.
---2. A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears.
--Airborne Assault: The Mii performs a somersault leap forward in a large arc. If it strikes a for they will be blasted back and the user will jump upward.
--Reversal Slash: A gust of win from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close.
--Stone Scabbard: A rising upward slive followed by a plummeting stab down. The falling stab has a meteor effect.
---2. At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.

Mii Gunner - Charge Blast: This move is super powerful when fully charged. Use it in midair, and it'll fire without charging at all.
--Arm Rocket: This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff.
--Flame Pillar: If you make a pillar of fire on the ground, it'll deliver a single hit to anyone who comes close, pushing them back.
--Grenade Launch: These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther.
--Lunar Launch: The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!
--Stealth Burst: Fires a stealth explosive forward, which detonates when you release the button. Hod the button down to get more distance and power.
--Echo Reflector: This move creates a Reflector that sends proectiles back the way they came. They'll be stronger than they were before too!
--Gunner Missile: Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that flies straight.
--Bomb Drop: This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponen ttrying to recover!
--Laser Blaze: This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fire repeatedly to build up damage.
--Cannon Uppercut: Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast!

===Stages===
Jungle Japes - The river below the stage fows very quickly, so don't fall in! Try to knock foes into it instead!

Distant Planet - The objects labeled with numbers that blossom in the center of the flowers are called Pellets. Bigger numbers deal more damage when thrown.
--2. The Red Bulborb will appear on the right, opening its mouth and looking for foot. Being eaten by the Red Bulbord counts as a KO.
--3. Occasionally you might see Onions fly by. Hit them with Pellets to get items.
--4. The slanted hill on the left side of the stage will flood with water when it rains. The strong current can sweep you off the edge. Watch out!

Yoshi's Island - Shy Guys sometimes appear from the sky, carrying yummy food. Attack them to make them drop their tasty snacks!

Green Hill Zone - The object with the blue ball on top is called a Point Marker. A Point Marker will twirl when the ball is hit, dealing damage to anyone too close.

Boxing Ring - Reach those lights hanging above the ring! Damage them enough and they'll come crashing down, launching anyone caught beneath them.
--2. Use the ropes around the ring to jump high into the air. These ropes let fighters who have no ups reach the lights overhead!

3D Land - Spike Pillars will pop out of the ocean at random. They can break lifts and deal a lot of damage to unlucky fighters.
--2. The brick blocks that appear in the beginning can be easily broken by hitting them once from below.
--3. ? Blocks give you items! Super Leaves will appear slightly more often than usual
--4. Pipes that shrink and grow will appear through the stage. Time your jumps so you don't fall down!
--5. As tast as they may sound, the Donut Blocks are not for eating. You, however, jump on top of them for a bit before they collapse from your weight.
--6. The mountain range partway through the stage has rocks sticking out from it. The platform tilts and pushes fighters, so watch out!
--7. This rotating platform may seem like a good place to fight, but it'll toss anyone who's still on it when it rotates!
--8. Note Blocks appear at the beginning of the stage. Jumping on them will send fighters flying into the sky!
--9. The Flip Panels at the beginning of this stage will flip, gradually creating more places for you to stand.
--10. During the ocean scene, the lift will travel along rails. Look ahead to spot where lifts are going next! Find the premium fighting spot!

Rainbow Road - The floor of the tunnel rotates; don't get caught standing in one spot, or you'll be sent flying off the screen!
--2. Sometimes Shy Guys drive by in karts. There is plenty of warning before the Shy Guys cruise by.

Golden Plains - Step on the P Switch (or just hit it) to make blue coins appear. They won't stay around for long, so look lively!
--2. Touch the red ring to make eight red coins appear. One red coin is worth five regular coins!
--3. The scalelike platforms will tilt and fall if there is no one on the other side. Get two fighters on there to see who weighs more!
--4. Collect 100 coins and you'll turn to gold! You'll become generally more powerful and won't flinch at all

Paper Mario - Bowser's metal face will appear and spin in the sky. If his eyes turn red, it's a good time to run!
--2. Watch out for the gigantic fan on the part of the stage that is on land. It's much easier to be launched to the right when it spins.
--3. A Big Blooper will appear on the ocean stage. Don't worry--it won't attack. It will rock the ship, though, generating some waves.

Gerudo Valley - Sometimes the wooden bridge will break if you stand on it or attack it. It's a flimsy bridge and will break over time, too.

Spirit Train - The Armored Train is pointy in front and will try to push the train you are on off the stage. Don't get pushed off during their conflict!
--2. Keep an eye on the black smoke from the Dark Train! It will jump before exploding, landing in a random place on the stage.
--3. If Link or Toon Link is busy in the battle, Alfonzo will handle being the train's conductor.
--4. This train travels left at extremely high speed. You'll need more luck than any one fighter has if you want to survive falling off the back.
--5. The Spirit Train can have several different cabooses. It could be Linebeck's shop, a coal car, a steel-frame car, or other cars!

Arena Ferox - Four types of platforms appear on this stage. Some of them can be destroyed! The statues too!

Unova Pokemon League - Sometimes Milotic, Whimsicott, and Shaymin will appear. Don't worry---there three are only here to watch.
-- 2. Zekrom, the Dragon/Electric-type Legendary Pokemon, charges in using Fusion Bolt, which breaks the stairs or leaves platforms askew.
--3. Reshiram's Fusion Flare move will unleash a burst of flames and then destroy the stairs, so be careful!
--4. Reshiram and Zekrom will attack when they appear on this stage. You might see some other Pokemon, too!
--5. Stairs will appear and connect to N's castle. The stairs will mae the stage larger--change up your tactics with this new space!

Find Mii - The faster you can rescue the Mii trapped in the cage, the faster the Dark Emperor will leave the battle.
--2. The Dark Emperor is capable of destroying the platforms in this stage. There are ony two, so watch out!
--3. The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed on the bottom screen.

Tomodachi Life - The apartments and the Mii characters living in them will change every tie you play. You might even see your friends!
--2. Normally, onl rooms that fighters are currently in will be visible. If you throw an X Bomb, though, a lot will be revealed.

Living Room - Five different kinds of puppies appear in the background. The breed will change randomly. Sometimes a kitten will appear instead!
--2. The falling blocks are really painful if they land on you. Avoid damage by watching the shadows and moving before the blocks land.

Tortimer Island - Durians and coconuts have no healing power, but sometimes they can explode when thrown
--2. Beehives will occasionally fall from the trees. Unless you like swarms of bees attackin you, be careful not to hit those beehives.
--3 The shallow waters around the island are home to some vicious sharks. They'll swim lose and try to make a meal of an unsuspecting fighter.
--4. Kapp'n's boat will sail out to see after some time has passed. Disembark before he sails you off the stage!

Pictochat 2 - The stage changes as the background changes. Adjust your tactics depending on the drawing shown in the background.

Wily Castle - The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters!

===Items===
Screw Attack - You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos

Lip's Stick - Using Lip's Stick to damage a foe will make a flower bloon. The flower grows as you continue to deal damage.
--2. If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts...

Golden Hammer - This sometimes turns into a Squeaky Hammer. It doesn't hurt much, but that sound sure is cute, eh?

Sandbag - Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch.

Blast Box - This item can be risky, since fire attacks will detonate it straight away, However, it's safe to hit it or throw it.

Fire Bar - You can use the Fire Bar both at short and long range. The fireballs at the base of the weapon do the most damage.

Boomerang: If you time ir right and catch this on the way back, it'll deal more damage the next time you throw it.

Hocotate Bomb - While flying upward, it can hit enemies above it repeatedly and even launch them right off the screen.
--2. The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune.

Boss Galaga - It's possible to defeat Boss Galaga! He'll change color as he takes damage. The bluer he gets, the weaker he's becoming!
--2. If you get caught up in Boss Galaga's tractor beam, you'll be pulled right up off the stage Wiggle back and forth quickly to escape!

Daybreak - After completing it, press the attack button to fire a beam. Getting hit before firing it can KO you, so be careful!

Beetle - Attack an incoming Beetle and it'll do a U-turn. Beat the person who threw it at their own game!

Master Ball - A purple ball with the letter M on it. Unlike a regular Poke Ball, there's almost always a Legendary inside.

Fairy Bottle - This heals your damage by 100...unless you're below 100% at the time, in which case you can't use it.

===Assist Trophies===
Lakitu - Lakitu's Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms.

Hammer Bros. - Hammer Bros. won't move from side to side, so you can move around them and out of range.

Waluigi - Luigi's purple-clothed rival. He only ever jumps directly up, so leaping left or right is a good way to avoid him.

Knuckle Joe - A fighter sporting a bandanna. After a rapid-fire attack, Knuckle Joe will unleash Smash Punch or Rising Break, both very powerful moves.

Saki Amamiya - Depending on the location of his target, Saki may shoot or slash with his weapon. The slash is very powerful at close range, so watch out!

Lyn - Lyn is a swordfighter hwo has perfected her Quick Draw. After she has drawn her sword, she'll atack the nearest opponent.
--2. Right before she strikes, Lyn will move slightly--this is your cue to dodge and avoid her attack.

Tingle - Tingle, a man with a stubby red nose and wearing an entirely green suit, randomly selects one of five different effects when summoned.
--2. Sometimes Tingle will emerge from the Assist Trophy with a big balloon on his back. He'll rise into the sky, leaving the battle without helping.
--3. Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield!
--4. Tingle may sometimes become engulfed in flames! If this happens, everyone in the battle will suddenly act like they've consumed Superspicy Curry.

Devil - The Devil will begin pointing in various directions, and the stage will shift that way. If you get slid off the screen you'll get KO'd!

Chain Chomp - If a Chain Chomp falls off the stage, it'll just jump straight back up!
--2. A Chain Chomp's chomp will deal more damage than just touching one. Be careful, though; even chained up, they've got a long range.
--3. If a platform that can break is broken with one of these chained to it, the Chain Chomp will fall off the stage, as well.
--4. You can't defeat a Chain Chomp--just the post it's chained to. Once free, it will run off and leave behind an item.

Ghosts - 1. Blinky will always take the quickest route to a foe. Inky, meanwhile prefers to move randomly in a direction opposite the foe.
--2. Pinky will try to catch her target out by getting in front and ambushing them. Clyde doesn't have a target---he just does whatever he likes.

Nightmare - When Nightmare has changed from his power orb to his true form, the screen will go completely black, obscuring the stage.

Sheriff - Sheriff fires high-speed powerful shots at fighters. These shots can be reflected, but absorbing them is not an option.

Color TV-Game 15 - The paddles that appear to the left and right will try to keep a ball in play. You'll take damage and be launched if you touch them.

Dr. Kawashima - Numbers will fly in from off-screen. Attack them to make them change directions.

Mother Brain - Mother Brain will send colorfu lasers shooting up and down the screen. They can't be absorbed or reflected, so you'll have to just avoid them.
--2. Attack Mother Brain to defeat her! The glass around her will shatter after she fires lavers---that's your change to strike!
--3. Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be absorbed or reflected.
--4. It's totally fine to use Mother Brain to shield yourself from the attacks of your rivals.

Ghirahim - Ghirahim moves gracefully through the battle, using swords and knives. He can't be defeated---he'll simply teleport back if you launch him.
--2. Ghirahim will use a dash attack at foes straight ahead. He moves swiftly--making it hard to dodge--and strikes hard enough to launch you.

Dillon - Watch out! This armadillo will attack without fear. His Arma-Charge is super powerful, so get to dodging if you see him spinning up!

Phosphora - Phosphora can't be defeated when she arrives on the battlefield, only made to flinch. However, her thunder attacks can be reflected or absorbed.
--2. Phosphora will teleport around the stage, dodging attacks and shooting lightning at everyone not fortunate enough to have summoned her.

Dark Samus - This energy-based life-form looks a lot like Samus. Dark Samus fire homing missiles and rapid-fire rounds at fighters on the stage.
--2. Dark Samus can be defeated by dealing enough damage. However, anyone who gets too close to her may receive a burst of Phazon energy.

Isabelle - Isabelle will do her best to throw the fruit she brought to the fighter who summoned her. This doesn't mean other fighters can't steal it.
--2. Isabelle cares how the fight is going! If the fighter who summoned her gets a KO, she'll be happy! She'll flinch if the fighters get close.
--3. Isabelle is here to support whichever fighter summoned her into the battle. She'll throw hearling fruit that's used just by touching it.

Midna - Watch out for Midna's hand-shaped hair. She'll reach out and grab nearby fighters no matter how badly you wish your shield could stop it.
--2. Midna won't be abandoned in battle--she'll teleport to chase foes. She also uses her teleport to return if she gets launched.

Elec Man - Attacking Elec Man will make him flinch, but you'll have to launch him off the screen if you want to stop his lightning attacks.
--2. Elec Man will move swiftly across the stage, firing Thunder Beam at fighters. A hit from this attack will leave a fighter stunned for a time.

Skull Kid - Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.

===Pokeball Pokemon===
Staryu - Staryu will pursue a target and shoot stars at high speed. For fighters with projectile-absorbing movies, this is like an early birthday present!

Goldeen - If damage was dealt from enthusiasm, the Goldeen would KO everyone with Splash. But it isn;t. Not even when Goldeen comes from a Master Ball.

Meowth - Meowth can use Pay Day to throw coins at enemy fighters. They don't do much damage, but the attack has a wide range.

Electrode - Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents.

Snorlax - Snorlax grows as it rises into the air. If the timing's right, you can get every other fighter in one fell swoop.

Eevee - Eevee will use Take Down on any fighters nearby. If there aren't any, itll just stand around looking a bit confused.

Moltres - Moltres slowly rises after appearing. Even barely touching this Legendary Pokemon will send a fighter flying.

Mew - Mew is so rare, you'll be lucky to see one at all--but when you do, it'll drop rare items onto the battlefield.

Bellossom - Getting close to it will put you right to sleep! The more damage you've taken the longer you'll be counting sheep.

Entei - Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you're trapped in the fiery pillar, it'll do huge damage.

Suicune - Getting hit by Aurora Beam will give you a chance to cool off. Literally. Even touching Suicune rght when it appears will freeze you.

Lugia - Lugia will launch Aeroblast, a wide-range attak, from the back of the stage. This attack can't be blocked--do all you can to get clear!

Gardevoir - Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice!

Metagross - Only touch Metagross if you like being buried. Anyone too slow to flee will suffer this Pokemon's Earthquake attack.

Kyogre - Hydro Pump pushes fighters off the stage. It's very difficult to escape the power of this current.

Deoxys - Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys, too.

Abomasnow - Abomasnow's Blizzard move will pull you toward the Pokemon. Once Blizzard ends, Abomasnow will unleash Ice Punch!

Zoroark - Zoroarks' Fury Swipes will smack foes down to the ground. If it gets ahold of its target again, it can use a follow-up attack.

Palkia - Everything gets flipped 180 degrees, changing the battlefield. The controls don't change though so don't accidentally fall off!

Giratina - Giratina launches a massive gust of win that hits multiple times. Be careful--this move is tough to avoid and can send you off the screen.

Darkrai - Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep.

Arcrus - The attack Gravity will pull figters out of the air. Anyone caught out beyond the edge will fall straight down.

Snivy - Snivy's Razor Leaf rapidly fires at short range, but anyone caught in it will be hit over and over and over.

Oshawott - Surf sweeps up anybody in its path--adjust your aim to catch fighters who try to get out of the way!

Kyurem - Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time.

Keldeo - When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide-range slash attack with its extended horn

Meloetta - Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid.

Genesect - Both Genesect's laser and its Techno Blast can penetrate walls so all you can do is stay out of its line of sight.

Victini - Victini will use Victory Star to give the fighter who summoned it a boost. In a team battle, it will boost your teammates as well.

Fennekin - Incinerate creats a fire pillar reaching out in front of Fennekin. If it connects it'll do repeated damage to fighters.

Chespin - Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack.

Fletchling - Once Fletchling settles on a target, it can be a real pest. Strike while your foes are distracted by this little Pokemon's attacks!

Spewpa - If attacked, it'll react with a blast of Stun Spore, so...you leave Spewpa alone, Spewpa leaves you alone.

Dedenne - Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits.

Gogoat - Gogoat will let you ride on its back. Charge down opponents to deal damage!

Swirlix - Anyone who strays too close to Swirlix will have their movement reduced, Take advantage of this if you brought Swirlix into battle

Inkay - Inkay's Topsy-Turvy move knocks over nearby fighters. It doesn't work on anybody in the air, though, so try jumping!

Xerneas - Everyone's launching power will get a boost when Xerneas is around. It'll be much easier to launch rivals who have low damage.

===Smash Run===
Events: Amped Up!: For a short time, your Speed and Jump stats will be maxed out. This lets you reach all kinds of places---but be careful not to go too far.
--Crystal Smash!: Break all the crystals in the time alotted. Breaking them gets you stat boosts!
---2. When you're attacking crystals, sometimes large cracks will appear. Aim your attacks at these to destroy the crystals more efficiently.
--Heavenly Light: A fight engulfs the fighters, causing damage to nearby enemies. The effect is just like the Power of the same name.
--Bonus Time: During this event, enemies will drop more stat boosts. This is a good chance to really raise those numbers!
--Defeat them al!: Defeat all the enemies in the time alotted. Be careful not to fall off the narrow platforms as you fight!
---2.If you touch the floor under the platforms when it's red, you'll be KO'd immediately. That applies to foes, too, so try to send them to their doom!
--Fests - Loads of a single enemy appear. The name of the fest tells you whih one. A Souflee fest is a change to get tons of stat boosts!
--Treasure Trove - This event unlocks a treasure trove full of..you guessed it...treasure! Check your map to see where it is.

Area Lockdown - The number in the top left is your target number of enemies to beat. Hit that mark, and you'll get an especially large stat boost

Cannonball Effect - When you efeat a large foe, the cannonball effect can take out other enemies, too. However, the other enemies won't fly off like cannonballs.

Edge of the Stage - There are a lot of challenge doors and treasure chests around the edges of the labyrinth--but lots of strong enemies, too.

Challenge Doors - Sometimes there won't be a challenge behind the door at all. Just a bonus roomf full of treasure chests and stat boosts.

Stat Boosts: Arms - One effect of Arms stat boosts is to increase your grabbing range. They also make you less likely to drop items when attacked.

Stat Boosts: Defense - Improving your Defense means you'll take less damage and your shield will be more durable. It'll also be easier to achieve a perfect shield.

Rare Items - Looking for cool stuff like trophies and custom parts? Try defeating bonus enemies and opening treasure chests.

Star-Shaped Stat Boosts - These star-shaped stat boosts will improve all six stats. You'll get the from treasures chests or by defeating special enemies.

Powers - The number of Powers a fighter can carry depends on the fighter's weight--the heavier the fighter, the more they can manage

===Smash Run Enemies===
Lakitu - Lakitus ride on a cloud and throw down Spiny Eggs. These turn into Spinies when they hit the ground.

Bullet Bill - These bullets with angry eyes and angry fists will either fly in a straight line or chase after fighters

Metroid - These alien creatures float around and then try to clamp down on you with their sharp fangs. Quickly struggle to break free from their grasp

Parasol Waddle Dee - Attack a Waddle Dee to make it let go of its parasol. As the parasol floats into the air, it can snag you and carry you with it. Watch out!

Gastly - A Ghost-type Pokemon unaffected by punches and kicks. You'l have to use projectiles to defeat it.

Koffing - This Pokemon fills its body up with toxic gases like a balloon. If its Poison Gas move hits you, it'll reduce your stats.
--2. Get too close, and you'l be sprayed with an extra-powerful Poison Gas that reduces your stats more than regular Poison Gas.

Cryogonal - Sometimes Cryogonals will fire an Ice Beam that mows down everything around them. This takes longer to chage than the usual beam.
--2. This Ice-type Pokemon floats in the air and fires an Ice Beam. If the beam hits you, you'll be frozen.

Bulborb - Bulborbs will use a slam attack if there's a fighter behind them. It can hurt a lot, but it also leaves the Bulborbb open to counterattacks.

Geemer - Geemers can crawl along the ground, the walls...even the ceiling! Those spikes will hurt any fighter who touches them.

Devil Car - If you're close by when a Devil Car has stopped moving, it'll spout exhaust fumes that paralyze you. It's enough to drive anyone crazy...

Glunders, Glices, and Glires - They all roll along the ground, but they're based on different elements. Glire is red, Glice is blue, and Glunder is yellow.
--Glunder - An electrical enemy with no particular weakness but fairly low health. Its attacks are wide ranging but deal little damage.
--Glire - A fiery enemy that's weak to ice. It attacks slowly be deals a lot of damage.
--Glice - An icy enemy that's weak to fire. Its attack range is small, but you'll freeze if it hits you.

Generator - Generators disappear after they've finished spawning enemies. Defeat them before they finish to get a big bounty as a reward!

Clubberskull - When a Clubberskull's on a rampage it'll come after fighters relentlessly. It'll even jump over walls and other obstacles.
--2. Once freed, a Clubberskull will swing its arms in wide circles, dealing a lot of damage if it lands hits. Best to fight at a distance if you can.

Pooka - Each time a Pooka takes damage, it'll puff up like a balloon. When it finally pops, the blast will damage surrounding enemies.
--2. These red little enemies with goggles will walk up to fighters and tackle them.

Poppant - Poppants store candy and gift-wraped boxes in their bucket-like lower bodies. Defeat these bonus enemies for some sweet rewards!
--2. Poppants will run away if you get too close or attack them. They'll also throw stones and Bob-ombs in their wake! Watch out!

Flame Chomp - Don't touch the Flame Chomp's fireballs! That eans both the ones it fires at you and the ones that are still attached to its tail.
--2. When a Flame Chomp's tail is gone, its eyes will droop and it will flash. Defeat it quickly or it will explode!

Bumpety Bomb - You can't hit a Bumpety Bomb through the armor on its front. Instead, attack from behind or try to throw it.
--2. Bumpety Bombs flash more and more quickly as they get closer to exploding. The blast hurts other enemies, too, so use that to your advantage!

Lurchthorn - These fishlike foes pull five cannons along behind them. Each cannon takes damage on its own, but defeating the head can save you some time.
--2. Each of a Lurchthorn's cannons will drop items and stop shooting if you destroy it. However, the other cannons will get stronger as a result.

Sneaky Spirits - These rhythmic spooks pop up at regular intervals. Defeat one of these bonus enemies to get great rewards, like stat boosts for all stats.

Peahat - Peahats will keep sending Peahat Larvae at you. These are hard to avoid because of their scattered flight patterns.

Bonkers - This gorilla-like foe uses a hammer to strike with a variety of attacks. When he charges up Hammer Flip, it can hit you for serious pain.
--2. Bonkers is so tough that your attacks won't make him flinch at all. However, he does leave himself wide open after swinging his hammer.

Darknut - Darknuts attack by swinging their large swords around. Their shields deflect attacks so try to hit them from behind!
--2. Breaking a Darknut's armor changes its attack pattern and raises its speed, but your attacks will now make it flinch.

Hammer Bro - Hammer Bros. jump up and down while throwing hammers. The hammers bounce off the walls and floor, so watch out!

Mahva - These fishlike foes with six eyes can protect other enemies with their barriers. Break down the barrier first--then you can hit the Mahva.

Fly Guy - A type of Shy Guy that flies around dangling items. Sometimes they even carry custom parts

Tiki Buzz - From time to time, one of these drumlike enemies will swoop down to attack you. Jump on its head midswoop to take it out in one hit.
--2. Bounce off one of these for a big jump. It might even let you reach places you couldn't get to before!

Souflee - These cake-shaped enemies like to run away from the player. In typical bonus-enemy fashion, they drop excellent stat boosts if you catch them.

ReDead - These shambling creatures made from magically animated clay will let out a hideous screech if you come near, leaving you shaking.

Iridescent Glint Beetle - These golden bugs stay underground until a fighter comes near. They're bonus enemies, and often when you launch one, it'll drop some gold.
--2. The farther you launch one of these, the more gold it'll drop. It'll go back underground if it gets launched five times or it enough time passes.

Starman - Starman are aliens that move by teleporting and unleash PK Beam attacks. These beams will briefly paralyze you if they hit, so watch out!

Gordo - These spiky little balls are invincible, and just touching one will hurt and send you reeling.

Kritter - Green Kritters will try to bite you, while blue Kritters will use their claws in a spinning jump attack.

Nutski - These airborne enemies from the Forces of Nature fire either a burst of weak seeds or a single big seed that deals more damage.

Megonta - This pill bug look-alike attacks by rolling at you. It's invincible while balled up, so strike wisely.
--2. Hit a Megonta's weak point--the stomach-- and you can topple it over. It can't do anything until it gets back up, so you have a chance to strike

Mimicutie - Lures you in disguised as a treasure chest, and then comes after you. Often drops Powers and other rarities.

Skuttler Cannoneer - The color of the cannon shows which type it is. Blue = Beam, green = bazooka, red = missile.

Reaper - If a Reaper spots you, its special music will play and it'll go berserk. It'll also summon Reapettes, making it hard to even get close.

Roturret - Roturrets hang in the air and fire three shots from each of their two cannons. The last pair of shots has extra launching power.

Polar Bear - When a polar bear jumps, you should jump too. The earthquake from their landing won't affect you if you're in the air.
--2. Polar Bears are weak to fire attacks. They'll flinch when struck by fire, making them far easier to defeat.

Shy Guys - Shy Guys come in four colors: red, blue, yellow, and green. They have different abilities and tend to drop different stat boosts.
--Red Shy Guys have more attack power than other Shy Guys. They tend to drop Attack stat boosts.
--Blue Shy Guys have slightly more health the other Shy Guys. They tend to drop Defense boosts.
--Yellow Shy Guys jump slightly higher than other Shy Guys. They tend to drop Jump boosts.
--Green Shy Guys move slightly faster than other Shy Guys. The tend to drop Speed boosts.

Orne - Ornes are dangerous foes. Just touching one will KO you instantly. When you hear that eerie music, run! Run away!

Octorok - When you get close to an Octorok, it'll hide in the grass. You won't be able to hit it with attacks, but you can still throw it.
--2. Octoroks will fire rocks at distant fighters. Deflecting an Octorok's own rock back at it is a one-hit KO!

Kamek - Kamek flies around and teleports, making an air battle all but inevitable. Try to ground this goof with a strong attack.

Monoeye - These enormous eyeballs fly around above you, occasionally targeting you with energy blasts.

Bronto Burt - Bronto Burts fly around and try to hit you with their spin attack. The attack doesn't do much damage but has high launching power.

Mettaur - When a Mettaur's hiding under its helmet, attacking it won't accomplish anything. However, you can still grab and throw it.

Peahat Larva - These weak enemies are thrown by Peahats. You can even defeat them with moves that don't deal any damage like Mario's F.L.U.D.D

Bubble - Red Bubbles are weak to water and electricity, blue ones to fire. Attack accordingly to extinguish their colored flame and weaken them.

Plasma Wisp - When these glowing foes have fully charged their attack to its third level, they become immune to projectiles and direct attacks.

Kihunter - Kihunters won't spit acid at you if they're below you. Fighting them from above is an excellent strategy.

Cucco - When a Cucco gets hurt--even by defeated enemies cannonballing toward it--it'll call upon its flock to strike back at you.

Daphne - Looks can be deceiving! These cute, flowery foes float along dropping mines that will flash and then explode when a fighter comes near.
--2. A Daphne's mines will explode if you attack them. Best to take them out from a comfortable distance.

Banzai Bill - These enormous versions of Bullet Bills have a LOT of health. They also explode with a big blast radius after getting stuck in the terrain.

Reapette - These Reaper minions can pass right through walls. They'll disappear in one hit, so it's easy to clear them out with some careful aim.

TAC - TAC will fire his hand at you to try and steal your stat boosts. If he gets them, defeat him before he runs away or they'll be gone for good.

Lethinium - These floral fiends shoot lasers that can go through the terrain. If the beam doesn't hit, the next shot will be at a different angle.

Petilil - This Grass-type Pokemon's Sleep Powder move will only affect fighters on the ground.

Boom Stomper - Don't expect your attacks to do a lot to a Boom Stomper's rock-solid body. Aim for its weap point: the leaf on its head.

Spike Top - Hitting Spike Tops can flip them over. That's the only time projectiles can hurt them.
--2. Projectiles have no effect on Spike Tops, and these shelled beasts don't flinch easily either. Give them a toss instead.

Reo - These enemies swoop down from above to tackle fighters. However, they can't actually hit you if you're directly below them. Give it a try!

Flage - This simy green foe disappears and moves closer to you. Its shadow will give away where it is heading.

Big Goomba - Its health and attack power may be high, but you can stomp on it to do massive damage. A Goomba's still a Goomba!

Bacura - Bacuras are invincible spinning boards that can reflect projectiles. Touching one will launchyou downward.

Goomba - The classic Mario enemy. Punches and kicks will work, but jumping on it delivers a one-hit KO in trademark Mario style.

===Others===
Mii Fighter' Physiques - The physique of the Mii your Mii Fighter was based on will affect it! A big Mii is stronger, while a smaller Mii is faster.

Stepping Stone Jump: Make your opponents your personal stepping stone by jumping on their heads. You can make opponents fall by jumping on them in mid-air.

Footstool Jump - You can jump on an opponent's head and use them as a springboard. If they're airborne, they'll fall down too.

Low Jump - Press the jump button very briefly and you'll jump lower than usual, letting you use air attacks against ground-level foes.

Wall Jumping - Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.

Clinging to Walls - Some fighters can temporarily stik to walls if you keep holding in the direction of the wall. Not every wall is goo for the move, though...

Turning and Grabbing - If you turn around while running and then grab, your grabbing range will be longer than usual.

Grabbing Edges - If you grab an edge that someone else is grabbing you'll steal it from them. So much for first come, first served

Grab - You have to wait at least a second between letting go of an opponent and grabbing them again, so be patient!

Breaking your fall - When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.

Crouch Walking - Some fighters can move while crouched if you input diagonally down to the left or right.

Throwing Items - Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.

Catching Items - You can catch items thrown at you by pressing the attack button at just the right time.

Grab an Item While Airborne - You can grab an item in midair by dodging or attacking at just the right time

Eating While Prone - Press the attack button while you're prone to eat a food item that's fallen nearby.

Letting Go of Items - Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.

Smash Throw - When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way.

Easy Final Smash - Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.

Meteor Smash - Launching an opponent straight downward is known as a Meteor Smash. Doing this when there isn't a platform below is a good one-hit KO method.

Stale Moves - Using the same attack constantly will decrease its power. Add a little variety to your fighting, and spice up your game!

Perfect Shields - Shielding right before an attack resules in a perfect shield. You'll be able to strike back immediately after guarding.

Shield Break - While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.

Shifting Your Shield - You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.

Super Armor - This is a state where you won't flinch even while taking damage. Some specials will trigger this.

Shieldstun Shuffling - Angling to one side of the other while blocking with shield will move it very slightly in that direction

Hitstun Shuffling - Input in a direction while taking damage, and you'll shift slightly in that direction.

Magnifying-Glass Damage - When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!

Bonus Effects - You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger.

Equipment - Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!

Types of Equipment - Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.

Strong Equipment - Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up.

Interacting with Equipment - Using equipment that raises attack will lower defense at the same tie. You know what they say--the best defense is a good offense.

Classic: Route Map - The paths are marked with a color to show their difficulty: blue, green, or red. The harder the path, the better the reward!

Custom Special Moves - Each of the custom special more has different attributes. Choose carefully to create the perfect fighter for you play style!

Smash Run: Participants and Prizes - The more people you play with in Smash Run, the more prizes you'll all receive at the end.

Smash Run: Rans and Prizes - After the final fight, you'll find out your ranking. You'll earn better and rarer items by placing higher.

Items on Floating Platforms - In Multi-Man Smash, items occasionally float by on a platform. These aren't random--the same items will appear at the same time in every battle.

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Credz to @ CyberHyperPhoenix CyberHyperPhoenix for some additions
 
Last edited:

CyberHyperPhoenix

"Download Complete."
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Nice! Also here is a few you can add:
Boomerang: When yo u catch the returning Boomerang at the right time, it will dead more damage the next time used
Mario F.L.U.D.D: A blast of water is and effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.
Stepping Stone Jump: Make your opponents your personal stepping stone by jumping on their heads. You can make opponents fall by jumping on them in mid-air.
 
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