MasterWarlord
Smash Champion
- Joined
- Aug 24, 2008
- Messages
- 2,911
JAMES MCCLOUD JOINS THE FRAY!
Standard Ground Moves
James' ground moves are simple ways to deal damage. Don't expect too much
power in these moves, because they're good at doing damage quickly. Use these
to build up damage on someone with low percentage points.
A+A+A
Type: Arm+Arm+Leg
Damage: 2+2+2x# of kicks (1 if foe is farther away)
Knockback: Next to None
Speed: Fast
Notes: This combo is great at starting to damage a character with low percent.
Otherwise you should stick to stronger moves. Note that the first punch and
the kicks can be held infinitely by holding A, but your foe will eventually
fall out of reach.
Forward-A
Type: Leg
Damage: 6 (normal tilt), 8 (up tilt), 7 (down tilt)
Knockback: Very Little
Speed: Fast
Notes: A simple kick. I don't use it that much (I'm usually dashing at this
point), so I'm not sure how much you'll use it. It can be tilted for more
power if you want to experiment.
Up-A
Type: Leg
Damage: 8, 10 (when foe is directly behind you)
Knockback: Little
Speed: Fast
Notes: This strong move has more knockback than most of James' ground moves.
This behind-the-back kick can launch the foe upward at around moderate damage,
making it a great air combo starter. It's faster than the Up smash, so you may
find more use for this move than the Forward-A.
Down-A
Type: Tail
Damage: 9
Knockback: Very Little
Speed: Pretty Fast
Notes: A simple tail whip. This move is not that useful in my opinion, as it
has very low knockback, and other moves are faster and stronger. You might use
this as a counter after ducking underneath a foe's attack, or as a spike move
(a move that sends a hanging opponent downward).
Dash-A
Type: Leg
Damage: 7-5 (sex kick)
Knockback: Little
Speed: Fast
Notes: A sex kick is a move that does damage for the duration of the attack
animation. Don't ask me where the name came from. This sex kick is shorter
than the other one but has more “kick” to it (pardon the pun). It's a great
move to approach an opponent with, because it sends the opponent up for a
second. One of my favorite James combos is to Dash-A an opponent and then use an
Up smash as they're on the way down. It works great when the opponent has
relatively high damage. Try it out!
Pickup
Type: Leg
Damage: 6
Knockback: Some
Speed: Pretty Fast
Notes: Use this move by pressing A or B when lying on the ground. The move is
used primarily to clear away enemies that are waiting to hit you while you get
up off the ground. The move attacks on both sides, but hopefully you won't
need it. Instead, right as you hit the ground, tap a shield button to pick
yourself up quickly. If you can't do that, use this attack.
Ledge 1
Type: Leg
Damage: 8
Knockback: Little
Speed: Pretty Fast
Notes: To use a ledge move, hit A or B while on the ledge. The goal of most
ledge moves is to clear out an edge guarder (someone that waits on the edge to
knock you back over the pit). However I find that I usually just pull myself
up, if I'm hanging at all. If you are paying attention, use this move as you
will.
Ledge 2 (at 100% or more damage)
Type: Body
Damage: 10
Knockback: Little
Speed: Slow
Notes: This move, albeit more powerful, takes a surprisingly long time to use.
James must pull himself up to the edge before sweeping his tail at his foes. I
think the move lasts too long, and it is easier just to jump over your foe
before hitting them from above. But if you like it, use it.
Standard Aerial Moves
Like most of James' attacks, his standard aerial moves are pretty fast and do
decent damage. Sometimes they can be difficult to land properly, but when they
do land, they can be pretty helpful. However, these moves do not have much KO
power, so stick to the ground for KOs.
Neutral-A (Nair)
Type: Leg
Damage: 9-6 (sex kick)
Knockback: Very Little
Speed: Fast
Notes: The second of James' sex kick is longer but has less knockback. It's a
decent damage dealer (better than most of James' aerial As), but I find myself
using the Uair more often. Time it well to get full damage.
Forward-A (Fair)
Type: Leg
Damage: 23 (if all 5 kicks hit)
Knockback: Little
Speed: Fast
Notes: James hits with 5 flurry kicks. The move has good range and can hit more
than one opponent. The last hit also knocks the opponent down a bit. Use it
on any opponent(s) in front of you.
Back-Air (Bair)
Type: Leg
Damage: 15
Knockback: Moderate
Speed: Pretty Fast
Notes: This move is surprisingly strong and has pretty good knockback. I
think a foe would be surprised at this move. It doesn't look that powerful.
Feel free to use this on any opponent behind you.
Up-Air (Uair)
Type: Leg
Damage: 16
Knockback: Moderate
Speed: Fast
Notes: While slower than most of James' aerial moves, this move is the most
powerful aerial A. The knockback is pretty good and can KO opponents with high
damage. I find myself using this move to KO my foes, and I think you should
too.
Down Air (Dair)
Type: Leg
Damage: 21 (if all seven kicks hit)
Knockback: Little
Speed: Fast
Notes: This cyclone-like move is fast but doesn't last long. It's also
difficult to land every single hit to get the full 21 damage. Still, the last
hit sends the opponent downward, so it's pretty good to keep an enemy grounded.
Feel free to use this on any foe below you.
Special Moves
James' specials are pretty standard for a Smash character. He has a B-button
projectile, a Forward-B horizontal recovery, an Up-B vertical recovery, and a
Down-B wild card. These moves don't do the best damage, but they all have nice
effects worth mentioning. Learning to use these moves wisely is critical in a
brawl.
B (Blaster)
Type: Weapon
Damage: 2-3 (varies)
Knockback: None
Speed: Fast
Notes: Easily one of the most spammable projectiles of the game. James takes
out his blaster and starts firing. The move does consistent damage but does
not make the opponent flinch at all. It's perfect for raising damage on an
unsuspecting foe, but not good at keeping them at bay. Most human players know
about this move (he's done it since 2001), but computers will fall for it.
Watch out, though! If it gets deflected back at you, you'll be the one taking
damage!
Forward-B (James Illusion)
Type: Weapon?
Damage: 4
Knockback: Little
Speed: Moderate
Notes: The James Illusion allows James to burst forward at lightning-fast speeds.
It takes a little while to charge, but it will send you forward quickly. The
move is a good way to approach the opponent from a standstill and guarantees no
tripping (the most aggravating new feature in Brawl). It also makes a decent
horizontal recovery move on a character needy for one. However, if you use
this and end up over a cliff, you won't be able to use any other moves. Also
note, the direction you dash depends on where James is facing when he uses the
move, NOT the direction you tilt! Keep that in mind.
Up-B (FireJames)
Type: Fire
Damage: 2x7 (initial charge) +14 (attack, does 8 when foe is farther away)
Knockback: Moderate
Speed: Slow
Notes: James bursts forward in a veil of fire! It's easily the slowest move in
his standard repertoire, but it's also one of the most damaging. First James
charges the move for about a second. The fire can damage opponents, but a
strong, mid-range move can knock you out of the move. Then, James will burst in
the direction you tilt the Control Stick (this is difficult with just the Wii
Remote!). Your best bet damage-wise is to use it right next to the opponent.
For recovery, tilt towards the ledge. The move doesn't travel too far, but it
makes up for that in power.
Down-B (Reflector)
Type: Weapon?
Damage: 5 (on ground), 4 (in air)
Knockback: Little (on ground), Some (in air)
Speed: Fast
Notes: As an attack, the Reflector is very weak. It hits the opponent with a
small shock that does minimal damage. In the air, it does have some knockback,
but it only hits if the opponent is right next to you. The Reflector does have
a great effect...it deflects projectiles. You can form entire strategies
around using the Reflector at the right moment to block any form of long-range
attack, which is great because James' long range game is not that good. I also
received a tip from a player named Nantuko. He says that when using the
Reflector, James falls a lot more slowly. This is useful for dodging moves like
Jigglypuff's Final Smash and Porky's charging attack. It also keeps you
airborne longer when the Timer item or Shadow Assist Trophy is in effect.
Learn when to use this move to get a big advantage in a fight.
Throwing Moves
Unfortunately, James' throws are some of the weakest. His grab has VERY
little range (you have to be like right next to your foe) and his throws don't
send the opponent very far. I usually don't throw anyway, but if you do, I
would avoid using James' as much as possible. Use them only when you have to.
Attack
Type: Leg
Damage: 1
Knockback: None
Speed: Fast
Notes: A basic hit. Grab attacks aren't powerful for anybody, and James is no
exception. If you have time to use a few of these before throwing, you should
be using a smash. Use it if you really think you have the time, or if you're
finishing a Stamina battle.
Forward Throw (Fthrow)
Type: Throwing
Damage: 4+3
Knockback: Moderate
Speed: Pretty Fast
Notes: James shoves the opponent forward. It's one of his weakest throws, as
the opponent doesn't travel far at all. Avoid this throw if you can, unless
you're throwing your opponent into Deoxys' Hyper Beam or something similar.
Back Throw (Bthrow)
Type: Throwing
Damage: 2x4
Knockback: Moderate
Speed: Pretty Fast
Notes: James throws his foe backwards and shoots at him. It's a little better
than his Fthrow because the opponent goes farther. If you're trying to get a
foe away from you, this throw will do the job better than James' other throws.
Up Throw (Uthrow)
Type: Throwing
Damage: 2x4
Knockback: Moderate
Speed: Pretty Fast
Notes: James throws the opponent up and shoots at them. This throw is actually
a decent combo starter; you might be able to land an Up smash as the opponent
is coming down. James' strong up attack does the same thing though, so unless
you already grabbed your opponent, you shouldn't need it.
Down Throw (Dthrow)
Type: Throwing
Damage: 3x3
Knockback: Very Little
Speed: Pretty Fast
Notes: James slams his opponent to the ground. It's by far his weakest throw,
as your opponent won't travel far at all. It could make a ground combo
starter, but setting this up takes a lot longer than just using a regular
attack. Don't use this throw at all.
Smashes
Behold, the only moves that have true KO power! James' smashes are pretty
decent, doing good damage and sending the opponent flying. These are about
some of the only moves with actual KO power, so you will be using these a lot.
Learn how each works to master the James!
Forward Smash
Type: Leg
Damage: 15-21 (charge range)
Knockback: Pretty Large
Speed: Pretty Fast
Notes: James can launch the opponent away from him with this powerful kick. The
opponent will be launched sideways when hit with this move. It's a great way
to KO someone on the Mushroomy Kingdom or another stage where there's a plain
of death on the side. It even makes a good regular attack. It's one of my
favorite moves on James, so use this whenever you can.
Up Smash
Type: Leg
Damage: 17-23 (charge range), 13-18 (if foe is behind you)
Knockback: Large
Speed: Pretty Fast
Notes: Another great move where James flips and kicks the opponent skyward.
It's an effective way to launch an opponent into the air and perhaps off the
top of the screen, or set up a good air combo. Feel free to use this whenever
you can.
Down Smash
Type: Leg
Damage: 14-19 (charge range)
Knockback: Pretty Large
Speed: Pretty Fast
Notes: Of James' smashes, I use this one the least. That doesn't mean it's
bad. Most Down smashes are used to clear opponents that have surrounded you,
so that's how you should use this. It can also be used to launch a hanging
opponent downward. There are many uses if you look for them.
Final Smash-Landmaster
This smash is one of the best in the game because there are so many ways to
kill your opponent! You can shoot them, smack them with your turret, launch
them off the top of the screen, and, as Peppy likes to say, “Do a barrel roll!”
James' Landmaster is stronger than Falco's but has less air time. It is weaker
than Wolf's but lasts longer (about 17 seconds). Be careful, you can kill
yourself while you're in the Landmaster. More information will follow below.
Landing on Foe
Damage: 5
Knockback: Pretty Far
Speed: Moderate
Notes: James only does this by hovering and then coming down. Still, it can
send the opponent very far, so if used strategically you can get some KOs in.
Ram
Damage: 15
Knockback: Far
Speed: Moderate
Notes: Running someone over is actually a smart idea while in this giant tank.
Those massive treads will knock an opponent very far, so feel free to do this
on any foe in front of you. It's harder to do in the air but still possible.
Laser
Damage: 17
Knockback: Very Far
Speed: Moderate
Notes: While the move has some charge time, the laser is extremely powerful.
Keep in mind though that the laser will only shoot on the ground and at the
angle the turret is facing. This is a great way to finish an opponent trying
desperately to recover from one of your other attacks.
Turret Spin
Damage: 17
Knockback: Far
Speed: Moderate
Notes: The spin can be tough to use, as you have to tap the Control stick hard
to use it. It does pay off though. It's as strong as the laser and sends the
opponent almost as far. Use this on anyone that thinks that they can camp on
top of the tank.
Barrel Roll
Damage: 11
Knockback: Far
Speed: Moderate
Notes: Peppy would be thrilled. Tap down on the Control Stick to roll and
knock any nearby opponents away from you. It's another move that will knock
away anyone on top of the tank, but the knockback is not as far as other moves.
James also has one more way to KO his opponents. Hold up or a jump button to
hover in the air. Hover high enough, and any opponent on top of the tank will
be sent to the stars! Don't hesitate to use this on a group of people.
Standard Ground Moves
James' ground moves are simple ways to deal damage. Don't expect too much
power in these moves, because they're good at doing damage quickly. Use these
to build up damage on someone with low percentage points.
A+A+A
Type: Arm+Arm+Leg
Damage: 2+2+2x# of kicks (1 if foe is farther away)
Knockback: Next to None
Speed: Fast
Notes: This combo is great at starting to damage a character with low percent.
Otherwise you should stick to stronger moves. Note that the first punch and
the kicks can be held infinitely by holding A, but your foe will eventually
fall out of reach.
Forward-A
Type: Leg
Damage: 6 (normal tilt), 8 (up tilt), 7 (down tilt)
Knockback: Very Little
Speed: Fast
Notes: A simple kick. I don't use it that much (I'm usually dashing at this
point), so I'm not sure how much you'll use it. It can be tilted for more
power if you want to experiment.
Up-A
Type: Leg
Damage: 8, 10 (when foe is directly behind you)
Knockback: Little
Speed: Fast
Notes: This strong move has more knockback than most of James' ground moves.
This behind-the-back kick can launch the foe upward at around moderate damage,
making it a great air combo starter. It's faster than the Up smash, so you may
find more use for this move than the Forward-A.
Down-A
Type: Tail
Damage: 9
Knockback: Very Little
Speed: Pretty Fast
Notes: A simple tail whip. This move is not that useful in my opinion, as it
has very low knockback, and other moves are faster and stronger. You might use
this as a counter after ducking underneath a foe's attack, or as a spike move
(a move that sends a hanging opponent downward).
Dash-A
Type: Leg
Damage: 7-5 (sex kick)
Knockback: Little
Speed: Fast
Notes: A sex kick is a move that does damage for the duration of the attack
animation. Don't ask me where the name came from. This sex kick is shorter
than the other one but has more “kick” to it (pardon the pun). It's a great
move to approach an opponent with, because it sends the opponent up for a
second. One of my favorite James combos is to Dash-A an opponent and then use an
Up smash as they're on the way down. It works great when the opponent has
relatively high damage. Try it out!
Pickup
Type: Leg
Damage: 6
Knockback: Some
Speed: Pretty Fast
Notes: Use this move by pressing A or B when lying on the ground. The move is
used primarily to clear away enemies that are waiting to hit you while you get
up off the ground. The move attacks on both sides, but hopefully you won't
need it. Instead, right as you hit the ground, tap a shield button to pick
yourself up quickly. If you can't do that, use this attack.
Ledge 1
Type: Leg
Damage: 8
Knockback: Little
Speed: Pretty Fast
Notes: To use a ledge move, hit A or B while on the ledge. The goal of most
ledge moves is to clear out an edge guarder (someone that waits on the edge to
knock you back over the pit). However I find that I usually just pull myself
up, if I'm hanging at all. If you are paying attention, use this move as you
will.
Ledge 2 (at 100% or more damage)
Type: Body
Damage: 10
Knockback: Little
Speed: Slow
Notes: This move, albeit more powerful, takes a surprisingly long time to use.
James must pull himself up to the edge before sweeping his tail at his foes. I
think the move lasts too long, and it is easier just to jump over your foe
before hitting them from above. But if you like it, use it.
Standard Aerial Moves
Like most of James' attacks, his standard aerial moves are pretty fast and do
decent damage. Sometimes they can be difficult to land properly, but when they
do land, they can be pretty helpful. However, these moves do not have much KO
power, so stick to the ground for KOs.
Neutral-A (Nair)
Type: Leg
Damage: 9-6 (sex kick)
Knockback: Very Little
Speed: Fast
Notes: The second of James' sex kick is longer but has less knockback. It's a
decent damage dealer (better than most of James' aerial As), but I find myself
using the Uair more often. Time it well to get full damage.
Forward-A (Fair)
Type: Leg
Damage: 23 (if all 5 kicks hit)
Knockback: Little
Speed: Fast
Notes: James hits with 5 flurry kicks. The move has good range and can hit more
than one opponent. The last hit also knocks the opponent down a bit. Use it
on any opponent(s) in front of you.
Back-Air (Bair)
Type: Leg
Damage: 15
Knockback: Moderate
Speed: Pretty Fast
Notes: This move is surprisingly strong and has pretty good knockback. I
think a foe would be surprised at this move. It doesn't look that powerful.
Feel free to use this on any opponent behind you.
Up-Air (Uair)
Type: Leg
Damage: 16
Knockback: Moderate
Speed: Fast
Notes: While slower than most of James' aerial moves, this move is the most
powerful aerial A. The knockback is pretty good and can KO opponents with high
damage. I find myself using this move to KO my foes, and I think you should
too.
Down Air (Dair)
Type: Leg
Damage: 21 (if all seven kicks hit)
Knockback: Little
Speed: Fast
Notes: This cyclone-like move is fast but doesn't last long. It's also
difficult to land every single hit to get the full 21 damage. Still, the last
hit sends the opponent downward, so it's pretty good to keep an enemy grounded.
Feel free to use this on any foe below you.
Special Moves
James' specials are pretty standard for a Smash character. He has a B-button
projectile, a Forward-B horizontal recovery, an Up-B vertical recovery, and a
Down-B wild card. These moves don't do the best damage, but they all have nice
effects worth mentioning. Learning to use these moves wisely is critical in a
brawl.
B (Blaster)
Type: Weapon
Damage: 2-3 (varies)
Knockback: None
Speed: Fast
Notes: Easily one of the most spammable projectiles of the game. James takes
out his blaster and starts firing. The move does consistent damage but does
not make the opponent flinch at all. It's perfect for raising damage on an
unsuspecting foe, but not good at keeping them at bay. Most human players know
about this move (he's done it since 2001), but computers will fall for it.
Watch out, though! If it gets deflected back at you, you'll be the one taking
damage!
Forward-B (James Illusion)
Type: Weapon?
Damage: 4
Knockback: Little
Speed: Moderate
Notes: The James Illusion allows James to burst forward at lightning-fast speeds.
It takes a little while to charge, but it will send you forward quickly. The
move is a good way to approach the opponent from a standstill and guarantees no
tripping (the most aggravating new feature in Brawl). It also makes a decent
horizontal recovery move on a character needy for one. However, if you use
this and end up over a cliff, you won't be able to use any other moves. Also
note, the direction you dash depends on where James is facing when he uses the
move, NOT the direction you tilt! Keep that in mind.
Up-B (FireJames)
Type: Fire
Damage: 2x7 (initial charge) +14 (attack, does 8 when foe is farther away)
Knockback: Moderate
Speed: Slow
Notes: James bursts forward in a veil of fire! It's easily the slowest move in
his standard repertoire, but it's also one of the most damaging. First James
charges the move for about a second. The fire can damage opponents, but a
strong, mid-range move can knock you out of the move. Then, James will burst in
the direction you tilt the Control Stick (this is difficult with just the Wii
Remote!). Your best bet damage-wise is to use it right next to the opponent.
For recovery, tilt towards the ledge. The move doesn't travel too far, but it
makes up for that in power.
Down-B (Reflector)
Type: Weapon?
Damage: 5 (on ground), 4 (in air)
Knockback: Little (on ground), Some (in air)
Speed: Fast
Notes: As an attack, the Reflector is very weak. It hits the opponent with a
small shock that does minimal damage. In the air, it does have some knockback,
but it only hits if the opponent is right next to you. The Reflector does have
a great effect...it deflects projectiles. You can form entire strategies
around using the Reflector at the right moment to block any form of long-range
attack, which is great because James' long range game is not that good. I also
received a tip from a player named Nantuko. He says that when using the
Reflector, James falls a lot more slowly. This is useful for dodging moves like
Jigglypuff's Final Smash and Porky's charging attack. It also keeps you
airborne longer when the Timer item or Shadow Assist Trophy is in effect.
Learn when to use this move to get a big advantage in a fight.
Throwing Moves
Unfortunately, James' throws are some of the weakest. His grab has VERY
little range (you have to be like right next to your foe) and his throws don't
send the opponent very far. I usually don't throw anyway, but if you do, I
would avoid using James' as much as possible. Use them only when you have to.
Attack
Type: Leg
Damage: 1
Knockback: None
Speed: Fast
Notes: A basic hit. Grab attacks aren't powerful for anybody, and James is no
exception. If you have time to use a few of these before throwing, you should
be using a smash. Use it if you really think you have the time, or if you're
finishing a Stamina battle.
Forward Throw (Fthrow)
Type: Throwing
Damage: 4+3
Knockback: Moderate
Speed: Pretty Fast
Notes: James shoves the opponent forward. It's one of his weakest throws, as
the opponent doesn't travel far at all. Avoid this throw if you can, unless
you're throwing your opponent into Deoxys' Hyper Beam or something similar.
Back Throw (Bthrow)
Type: Throwing
Damage: 2x4
Knockback: Moderate
Speed: Pretty Fast
Notes: James throws his foe backwards and shoots at him. It's a little better
than his Fthrow because the opponent goes farther. If you're trying to get a
foe away from you, this throw will do the job better than James' other throws.
Up Throw (Uthrow)
Type: Throwing
Damage: 2x4
Knockback: Moderate
Speed: Pretty Fast
Notes: James throws the opponent up and shoots at them. This throw is actually
a decent combo starter; you might be able to land an Up smash as the opponent
is coming down. James' strong up attack does the same thing though, so unless
you already grabbed your opponent, you shouldn't need it.
Down Throw (Dthrow)
Type: Throwing
Damage: 3x3
Knockback: Very Little
Speed: Pretty Fast
Notes: James slams his opponent to the ground. It's by far his weakest throw,
as your opponent won't travel far at all. It could make a ground combo
starter, but setting this up takes a lot longer than just using a regular
attack. Don't use this throw at all.
Smashes
Behold, the only moves that have true KO power! James' smashes are pretty
decent, doing good damage and sending the opponent flying. These are about
some of the only moves with actual KO power, so you will be using these a lot.
Learn how each works to master the James!
Forward Smash
Type: Leg
Damage: 15-21 (charge range)
Knockback: Pretty Large
Speed: Pretty Fast
Notes: James can launch the opponent away from him with this powerful kick. The
opponent will be launched sideways when hit with this move. It's a great way
to KO someone on the Mushroomy Kingdom or another stage where there's a plain
of death on the side. It even makes a good regular attack. It's one of my
favorite moves on James, so use this whenever you can.
Up Smash
Type: Leg
Damage: 17-23 (charge range), 13-18 (if foe is behind you)
Knockback: Large
Speed: Pretty Fast
Notes: Another great move where James flips and kicks the opponent skyward.
It's an effective way to launch an opponent into the air and perhaps off the
top of the screen, or set up a good air combo. Feel free to use this whenever
you can.
Down Smash
Type: Leg
Damage: 14-19 (charge range)
Knockback: Pretty Large
Speed: Pretty Fast
Notes: Of James' smashes, I use this one the least. That doesn't mean it's
bad. Most Down smashes are used to clear opponents that have surrounded you,
so that's how you should use this. It can also be used to launch a hanging
opponent downward. There are many uses if you look for them.
Final Smash-Landmaster
This smash is one of the best in the game because there are so many ways to
kill your opponent! You can shoot them, smack them with your turret, launch
them off the top of the screen, and, as Peppy likes to say, “Do a barrel roll!”
James' Landmaster is stronger than Falco's but has less air time. It is weaker
than Wolf's but lasts longer (about 17 seconds). Be careful, you can kill
yourself while you're in the Landmaster. More information will follow below.
Landing on Foe
Damage: 5
Knockback: Pretty Far
Speed: Moderate
Notes: James only does this by hovering and then coming down. Still, it can
send the opponent very far, so if used strategically you can get some KOs in.
Ram
Damage: 15
Knockback: Far
Speed: Moderate
Notes: Running someone over is actually a smart idea while in this giant tank.
Those massive treads will knock an opponent very far, so feel free to do this
on any foe in front of you. It's harder to do in the air but still possible.
Laser
Damage: 17
Knockback: Very Far
Speed: Moderate
Notes: While the move has some charge time, the laser is extremely powerful.
Keep in mind though that the laser will only shoot on the ground and at the
angle the turret is facing. This is a great way to finish an opponent trying
desperately to recover from one of your other attacks.
Turret Spin
Damage: 17
Knockback: Far
Speed: Moderate
Notes: The spin can be tough to use, as you have to tap the Control stick hard
to use it. It does pay off though. It's as strong as the laser and sends the
opponent almost as far. Use this on anyone that thinks that they can camp on
top of the tank.
Barrel Roll
Damage: 11
Knockback: Far
Speed: Moderate
Notes: Peppy would be thrilled. Tap down on the Control Stick to roll and
knock any nearby opponents away from you. It's another move that will knock
away anyone on top of the tank, but the knockback is not as far as other moves.
James also has one more way to KO his opponents. Hold up or a jump button to
hover in the air. Hover high enough, and any opponent on top of the tank will
be sent to the stars! Don't hesitate to use this on a group of people.
Credit to hinatafreak's Fox FAQ on gamefaqs