At the time and on the day of my birth, I give MYM...
You’ve seen them in an Assist Trophy, now the crew from Advance Wars really join the Brawl! Five infantryman are your actual playable characters, but don’t worry, they’ll be getting plenty of help from the rest of the battalion through various attacks and techniques! They move together, and can’t be separated like the Ice Climbers, all taking damage and knockback together. In essence, you control one and the others follow you and duplicate your actions, but if any of them is hit, the whole group will suffer the damage and knockback, avoiding separation. However, some of your infantrymen function on an automatic stamina system. Every 50% damage you accumulate, one of your infantrymen will bite the dust, dissolving in a white flash. This can happen to up to four of the infantrymen, meaning that once you reach 200%, you’ll only have one soldier. If you heal (via healing items, etc.), you can revive them as well. Many of your attacks will be stronger and/or easier to use with multiple infantrymen, so it’s best to give it your all early in the match, as your army will grow weaker over the process of each stock.
In addition to this automatic stamina system, your army also functions on a supply system. At the beginning of each stock, you’ll have 100 units of general supplies, including fuel, ammunition, etc., which will be shown next to your damage meter, similar to the coin counter in Coin Battles. All vehicle-based moves and some others in the Army’s moveset will cost you some set amount of supplies, whether they be the fuel used by the tanks or the shells fired from a bazooka. Luckily, you can get supplies back through a few means. Every 30 seconds, your army will automatically gain 10 units of supply. If you rely solely on this for supply, you won’t be doing a lot of attacks very often, though. You can also use your Down Special to conquer a piece of land and become able to gain supplies more readily from that area. If you have insufficient supplies to use a move that requires them, your infantrymen will not respond to the button input at all.
Many of the infantrymen’s attacks involve them boarding a vehicle of some sort. For all of these attacks, with the exception of the Tank and the T-Copter, the following is the case. The infantrymen will not take damage or knockback while in the vehicle. However, if 25% damage is dealt to the vehicle before the infantrymen abandon it, the vehicle will explode, dealing 20% damage and fairly good knockback to the infantrymen. The Tank must take 50% damage before exploding, as it is abandoned manually, and the T-Copter must also take 50% damage to explode, being the infantrymen’s method of recovery. As a general rule, all vehicles are roughly the size of Bowser.
MUSIC
I'll start here with the themes of the three COs whose CO Powers I used in the Final Smash. Orange Star's three originals:
Andy's Theme (Always good to have a mechanical wiz on board!)
Max's Theme (Let there be 'roids!!)
Sami's Theme (<3 Sami and her theme!)
Now some other favorite CO themes of mine:
Eagle's Theme (My personal CO of choice.)
Olaf's Theme (I don't even like this guy, but his theme is cool!)
Rachel's Theme (I don't know who she is, but Rachel makes me wish I'd played Dual Strike <3)
Javier's Theme (Yeah, I don't know this guy, either, but his theme's got me convinced he's cool.)
And now, for some of the baddies' themes, because they always get cool ones:
Lash's Theme (Techo, yo.)
Adder's Theme (Forget his name, just call him "that super creepy guy.")
Jugger's Theme (O_o)
Size: Small ~ They’re not as small as their Assist Trophy, but they’re still among the smallest characters.
Weight: Light
Power: Mid-Strong
Jumps: 2
Jump (1): Mid
Jump (2): Mid
Speed (Walk): Mid
Speed (Run): Mid-Fast
Traction: Mid-Good
Speed (Attack): Mid-Slow
Speed (Falling): Mid-Fast
Range: Long
Crouch: Low ~ The infantrymen drop low to the ground, like Snake does.
Crawl: Yes
Wall-Kick: No
Wall-Cling: No
Glide: No
Standard Combo – Machine Gun
All remaining infantrymen point their machine guns forward and begin to fire off their rounds. The shots travel forward about the speed and distance of Fox’s Blaster laser, and deal steady damage that accumulates faster with more infantrymen firing. With all five, you’ll deal about 10% per second that you hold this move, though it deals absolutely no knockback, like Fox’s laser. With only one infantryman, you’ll only deal about 2% damage per second. After a second of firing, the infantrymen will have to reload, which takes them about three-quarters of a second. If you’re holding the button, they will immediately resume firing after reloading. You can avoid the reload time by releasing the button before one second has passed. There is minimal lag on both ends of this move, the only slow part being the punishable reload time.
[Variable Damage]
Supply Cost: None
Forward Tilt – Artillery
As an Artillery vehicle appears, the infantrymen climb into it and fire its powerful blast forward, which takes about half a second in total. The projectile travels forward in a low arc, peaking at about King Dedede’s height, and traveling a horizontal distance of about half of Final Destination. If it hits anyone, it will deal 10% damage with moderate knockback, and disappear. The infantrymen will clamber out of the vehicle as the shot moves forward, taking about as long as they did to get in, as the Artillery fades into the background.
Only three infantrymen are required to operate the vehicle, so any you have beyond that will fire their machine guns forward during this move, the exact same as they do in their Standard Combo. If you have fewer than three infantrymen, they will still perform this attack, but it’s a bit more difficult, so it will take them longer to fire the shot, maxing out at a full second with only one infantryman.
[10%]
Supply Cost: 3 Units
Up Tilt – Anti-Air
Clambering into an Anti-Air vehicle that materializes behind them, the infantrymen proceed to fire the vehicle’s powerful anti-air machine guns upward. They take about half a second to climb in and start firing, and it only takes two of them to operate it, so any you have beyond that will perform the likeness of their Standard Combo directly upward while the two climb in and fire. The Anti-Air vehicle’s guns don’t actually fire directly upward, as they can only reach about a 45 degree angle, which is where they’ll fire at. Their machine gun-like fire travels diagonally a similar distance as the Machine Gun attack, lasting for about a second and dealing multiple hits up to 10%, with flinching knockback. After firing, the infantrymen climb out of the vehicle in about half a second, the other infantrymen reloading and being unable to provide cover fire. With only one infantryman, he’ll only fire for half as long, dealing a maximum of 5% damage before clambering out of the vehicle.
[Up to 10%]
Supply Cost: 2 Units
Down Tilt – Beater
The infantrymen, lying low to the ground, shove their machine guns forward a short distance. This has pretty terrible range, and should mainly be used to clear some space when opponents are really up in your face. It knocks opponents backward along the ground a fair distance, and deals 4% damage to go with it. All in all, the attack takes about half a second to perform.
[4%]
Supply Cost: None
Dash Attack – Recon
A Recon vehicle appears and all your remaining infantrymen quickly hop aboard, one taking the wheel and any others hanging from the sides. This is faster than most of their vehicle-based attacks, but still relatively slow. The vehicle travels forward about one-third the distance of Final Destination, at a speed comparable to Wario’s motorcycle, before vanishing into thin air, leaving the infantrymen on their own again. If the Recon vehicle collides with anyone, it will deal 8% damage and moderate knockback. There is a moderate amount of ending lag as the infantrymen catch their balance after the vehicle vanishes. The number of infantrymen involved only affects this move visually, and has no effect on its properties.
[8%]
Supply Cost: 3 Units
Forward Smash – Rocket
A Rocket vehicle materializes and the infantrymen climb in, taking about half a second. Charging time begins at this point. When you release the charge, the Rocket fires powerful explosive rockets forward, the number being determined by your charge. At lowest charge, only one rocket will be fired, while five will be fired at full charge. The rockets follow a trajectory similar to the Artillery’s fire, maxing at a height about that of King Dedede and traveling about half the length of Final Destination before striking the ground (as long as they’re on flat ground). The rockets fire in quick succession, all launching within the space of about a second. They move at about the speed of a PK Thunder. Upon impact with anything, they’ll explode, dealing 10% damage and good knockback.
Firing multiple rockets helps the hitbox become much larger and harder to avoid here, and can even help you score multiple hits sometimes. The time it takes to charge up rockets is determined by how many infantrymen you have. All five will clamber into the Rocket vehicle, so every infantryman counts. With only one infantryman, it will take you about 3 seconds to fully charge this move. With all five, that’s cut down to about 1 second. The time between the button release and the firing of the rockets is practically nothing, and the infantrymen climb out as the rockets are being fired, giving this attack only moderate ending lag.
[10%]
Supply Cost: 10 Units
Up Smash – Missile
The Missile vehicle is very comparable to the Rocket vehicle, differing only in its target area. Most properties are the same, but this is designed to attack airborne opponents rather than grounded ones. The missiles fired by this vehicle travel at a 45 degree angle into the sky. They deal the same damage and knockback as the rockets that the Rocket vehicle fires, and travel at a similar speed as well. Charging, like with the Rocket, increases the number of missiles fired, and the number of infantrymen decreases the necessary charge time. This attack does take some getting used to as an Up Smash, since it does not attack opponents directly above you, but rather those above and in front of you.
[10%]
Supply Cost: 10 Units
Down Smash – Blockade
After charging, the infantrymen strike a defensive pose, which they will hold for a different amount of time depending on how long you charge. With minimal charge, they’ll hold the defense for about one second, while at maximum charge, they’ll hold it for five seconds. This has minimal lag on both ends, so you can slip it in quick in a dire situation. The infantrymen can move while in blockade position, but if they perform any attack, they will cease the blockade.
While they’re in their defensive position, they will take less damage and knockback than normal. The blockade is stronger with more infantrymen. To get technical, the formula for damage and knockback received is (1 / (n + 1)) times the original damage and knockback, where n is the number of infantrymen you have. For example, with all five infantrymen, you will take 1/6 of the normal damage and knockback, while that’s cut down to 1/2 with only one infantryman. The blockade stops after a single hit is taken, whether the time has expired or not. This is an essential defensive tactic, but can only be used on the ground, and does not totally protect you.
[0%]
Supply Cost: None
Neutral Aerial – About-Face
This is a basic move that simply turns your infantrymen around in midair. They get a tad bit formal about it, stiffening up and turning around sharply, the whole process taking approximately half a second. This may seem a little ho-hum at first, but considering that all of the infantrymen’s Aerial Attacks attack forward, this is an essential move for good aerial combat.
[0%]
Supply Cost: None
Forward Aerial – Fighter
Out of thin air, a Fighter forms where the infantrymen are. It takes roughly half a second to materialize. With the infantrymen now inside of it, the Fighter immediately fires three air-to-air missiles forward, while also moving forward. The missiles shoot forward indefinitely, moving about as fast as Samus’ Super Missile, spreading vertically about the height of Mario and dealing 8% damage and okay knockback to anyone hit. The Fighter flies forward at a slightly slower speed, for about half the length of Final Destination, before quickly vanishing, leaving the infantrymen on their own again.
It only takes one infantryman to push the button and fire the missiles, so any beyond that will try their hand at steering these powerful projectiles toward opponents. The more infantrymen you have, the stronger the homing ability of the missiles becomes. With only one infantrymen, the missiles will not home in at all. With two, they’ll steer just a tiny bit toward anything that comes within about Squirtle’s height of them, still not very far. With all five infantrymen, the missiles will turn sharply toward anything that comes within about Bowser’s height. The infantrymen can only steer the missiles for as long as they’re in the Fighter, so after they drop out, the homing ability is lost, and the missiles will continue on their current trajectory. This attack is a powerful tool when you’ve got all your infantrymen, as it can serve as both an offensive move and a form of recovery. Unfortunately, it consumes a lot of supplies as a drawback, so be aware of your resources!
[8% per hit]
Supply Cost: 15 Units
Backward Aerial – Battle Copter
A Battle Copter forms around the infantrymen, firing forward. Note that this fires forward despite being a Backward Aerial. The machine gun that it fires forward has similar properties to the infantrymen’s normal machine gun, only it deals flinching knockback, shooting for one second and potentially racking up 8% damage. The Copter takes about a half-second to form, and hovers while in use, keeping the infantrymen at the same position until the move ends. The Copter disappears abruptly after it’s done firing, making for minimal ending lag.
You will only receive a bonus for this attack if you have more than 3 infantrymen, and the bonus is the same whether you have 4 or 5. With a sufficient number of infantrymen, the B-Copter will also fire one air-to-surface missile, in addition to the machine gun fire. This missile travels a little faster than Samus’ normal Missile, at a 45 degree angle downward. If it strikes anyone, it will explode and deal 10% damage with fairly weak knockback.
[Up to 8% or 10%]
Supply Cost: 10 Units
Up Aerial – Parachute
A parachute shoots up from each of the infantrymen’s backpacks, opening up about two Stage Builder blocks’ height above them. As the parachute shoots up and opens, it deals 4% damage and light knockback to anyone it hits, with incredibly high priority. After that point, the parachute remains (though it deals no damage or knockback now), functioning similar to Mr. Game & Watch’s in his Up Special, letting the infantrymen fall more slowly. This can be canceled in three ways.
Tapping down on the control stick will retract the ‘chute, returning the infantrymen to normal falling speed. Using another attack (with the exception of the Neutral Aerial, which will keep the parachute out) will immediately cancel the parachute, in order to perform the other attack. The third method by which the parachute can be canceled makes this move more risky. If the parachute is hit by another player’s attack, it will be destroyed, both canceling the move and putting the poor infantrymen in a Helpless state. For this reason, it’s best to cancel out manually if you see someone targeting your parachute.
[4%]
Supply Cost: None
Down Aerial – Bomber
A Bomber materializes around the infantrymen, then proceeds to drop bombs equal to the number of infantrymen inside. Like the Fighter and the B-Copter, the Bomber materializes in about half a second, and vanishes instantly when its job is finished. It moves forward slightly as it drops the bombs, dropping one every Stage Builder block’s distance, about one bomb every half-second. The bombs travel downward at about the speed a Bob-omb drops if you drop it from the air. On their way down, the bombs deal 3% damage and flinching knockback, but they explode violently as they strike the ground, in a Party Ball-sized explosion that deals 15% damage and great knockback. The hitbox is brief, though, so wary opponents can spot-dodge the blast.
The Bomber maintains its vertical position as it moves forward, making this potentially useful for recovery. The more infantrymen you have, the better this move is, whether for offensive or recovery purposes. The infantrymen are dropped out shortly after the final bomb is dropped, at which point they are immediately controllable again. This is a powerful move, but like the Fighter, consumes a large amount of fuel and ammunition, so it should be used strategically.
[3% or 15%]
Supply Cost: 20 Units
Neutral Special – Tank
Using this attack a first time will cause a Tank to appear, and all your remaining infantrymen to climb in. This takes about half a second. At that point, you are free to drive around in the Tank, firing (via the A button) as you please at your enemies. Your speed and the power of your blasts are determined by the number of infantrymen operating the Tank. In many ways, the Tank is similar to a Landmaster, but it can’t turn around, it fires much more quickly, and it can be hit and damaged.
With all five infantrymen, the Tank’s speed is almost equal to the Landmaster’s. It can roll forward or backward rather quickly. Note that unlike the Landmaster, the Tank does not deal damage by hitting an enemy, although it can push enemies around. With only one infantryman, the Tank moves at about the speed of a conveyer belt in Custom Stages. For every second that you’re moving the Tank around, you will exhaust some fuel.
The blasts that the Tank fires have startup and ending lag similar to Mario’s or Luigi’s Fireball. They shoot directly forward at a good speed, for a distance up to half of Final Destination’s length. If they strike anything, they’ll vanish, dealing 6-10% damage (depending on the number of infantrymen you have) as well as fairly low knockback. Each shot fired costs some ammunition, though, making this a move to be used wisely. When you’re finished in the Tank, simply press the B button again to have the infantrymen clamber out, which takes about a half-second.
Remember, you’re immune to taking damage while in the Tank, but it has its own little stamina amount, and will explode and hurt your infantrymen if it takes enough damage. 30 seconds after abandoning a Tank, you’ll get a fresh one, but if you hop in the Tank again before that, you’ll be sporting the same Tank you were in before, with all the damage it previously took. This does not reset the timer, so if you get in a second Tank 20 seconds after, you still only have to wait 10 seconds until you can hop out and hop into a brand new one! If you run out of supplies while in a Tank, it will simply stop and become unable to drive or shoot.
[6-10%]
Supply Cost (Driving): 1 Unit per second
Supply Cost (Shooting): 5 Units per shot
Side Special – Mech
Swapping their machine guns for bazookas, the infantrymen fire them forward. The weapon switch makes for a fair amount of startup lag, but the fired projectiles travel forward indefinitely, at about the speed of Samus’ Super Missile, exploding on contact with anything. Each explosion deals 5% damage and decent knockback, but you’re likely to connect with a couple if you’re firing with multiple infantrymen. Unfortunately, there’s also a rather large amount of ending lag as the infantrymen switch back to their machine guns.
[5% per hit]
Supply Cost: 5 Units
Up Special – Transport Copter
A Transport Copter appears, as the infantrymen scramble inside. This takes them about a second, during which time they will not continue falling, but are still vulnerable to hits, which will knock them away from the T-Copter. Assuming they make it in safely, you are then free to control the T-Copter for the next three seconds, after which the infantrymen will jump out. The Copter moves at a speed about equal to Pit’s while using the Wings of Icarus, but isn’t quite as strong at turning around. The infantrymen cannot be harmed while in the T-Copter, but are vulnerable as soon as they jump out.
For about half a second as the infantrymen jump from the Copter, you can press the Attack button to deploy their parachutes, which function like it does in their Up Aerial. If you don’t deploy the ‘chute, they’ll enter a helpless state. If you do deploy it, they’ll have better mobility than they will in the helpless state, but will still be unable to use additional attacks until they strike the ground again or are hit.
[0%]
Supply Cost: 5 Units
Down Special – Conquer / Resupply
Pick the location you use this move at carefully, as it will be very integral to your game. This move can only be performed on the ground. Once you’ve selected a piece of ground to conquer, pressing the button will make your infantrymen plant a flagpole in the ground, with a flag corresponding to your player number (P1 = Red, P2 = Blue, etc.) low on it, that they’ll begin to raise up the flagpole. The surrounding area, for about a Stage Builder block’s length in either direction, will then also begin to turn the color of your player number. This animation takes about a second to perform.
Every time you do this, you will conquer that piece of land by an amount equivalent to the number of infantrymen you have. In order to fully conquer a piece of land, you must conquer it for 10 units worth of infantrymen. For example, with all five infantrymen, you will only have to use this move twice to fully conquer the piece of land. On uses after the first one, the infantrymen will raise the flag up higher on the pole until it reaches the top. As long as you are standing within the colored piece of land during subsequent uses, you will continue conquering the same piece of land. Each time this is used it takes the same amount of time, regardless of how many infantrymen you have or how many times you’ve already used it. If you use it outside of the place you were previously conquering, you will start anew in a different spot.
Once a piece of land is fully conquered, it will glow your player number color vibrantly, and a golden star will appear on the flag, which is now at the top of its flagpole (about Mario’s height above the ground). You can still conquer a different piece of land by using this move elsewhere, but you can only have one piece of land conquered at a time, and starting somewhere else will immediately remove your first area. This piece will carry over through multiple stocks. If you use this move while within a fully conquered area, rather than plant a flag or stomp to conquer the land, your infantrymen will do something different. They will use this land of theirs to replenish their supplies.
Resupplying takes as long as conquering, about a second, and will award you 25 units of supplies every time you do it. There is no limit to the number of times you can resupply from any given piece of conquered land. You cannot exceed the maximum 100 units of supply, and using this move when your supplies are full will make your infantrymen go through the motions of resupplying, but will not profit them anything. This is your main method of regaining supplies, and should be used at every possible moment.
If a second Advance Army uses this move in the resupply area of a first army, they will also plant a flag in the same spot. Until they have fully conquered the land, it still belongs to the first army. Once they fully conquer that land, the other army’s flag will burst into flame and disappear, and they’ll have to either reconquer that area or choose somewhere different. With another Army attempting to conquer their area, the first Army will perform a dual act when this move is used in their area. They will simultaneously resupply and move the other Army’s flag down the pole (countering their progress) by the amount of the number of infantrymen they have.
In cases where three or four Armies are involved, things work a little differently. For example, lets say that three players are all using the Advance Army, and that Player 1 has conquered an area, planting a red flag. Player 2 now comes and plants their flag, raising it halfway up the pole. Player 1 is still in control of the land at this point. Now, if Player 3 comes and plants their green flag, they will simply do it alongside Player 2’s and Player 1’s flag. Player 1’s Army, when using their Down Special in the area, will push both flags down the poles and resupply. The other Armies, however, will only pay mind to their own flags, raising them up their respective poles. If either of the invading Armies’ flags reaches the top of the pole (let’s say Player 2 for this example), then both Player 1’s and Player 3’s flags will burst into flame. Player 1 has just lost their resupply area, and Player 3 has made no progress on conquering Player 2’s area.
[0%]
Supply Cost (Conquering): None
Supply Cost (Resupplying): +25 Units
Final Smash – CO Power
When you activate this Final Smash, your infantrymen become invincible for the next 15 seconds. However, before you’re free to use that to your advantage, an option box appears over your infantrymen’s heads. In it, there are three options for a CO Power to activate. An arrow will scroll through the three, changing once every half-second. Press any button on the desired Power, and the box will disappear, leaving you mobile again and free to wreak your havoc. Don’t take too long to choose, though, because the 15-second timer starts as soon when you activate the Final Smash, not when you activate a specific CO Power. If you let all 15 seconds pass without choosing a CO Power… Well, you’re out of luck. The Final Smash ends there.
The three CO Powers are as follows, and their order within the box is randomized.
- Hyper Repair – Activate this CO Power to automatically recover 50% damage. That means that unless you already have all five, you’ll be guaranteed to gain an infantryman from this Power. Remember, you’re still invincible for 15 seconds, so don’t let that extra man just stand around!
- Max Force – If you choose to activate this CO Power, you’ll have boosted offensive power to go with your invincibility time. For the remainder of the Final Smash, all damage and knockback that opponents receive from your attacks will be doubled!
- Double Time – This CO Power, if activated, will cause your infantrymen to pick up the pace for the rest of the Final Smash. In addition to running at double speed, they will also perform all attacks twice as quickly, with half the lag!
[Variable Damage]
Supply Cost: Full Supplies Restored
Grab – Normal
The main infantryman leans forward and grabs with one hand. This has short range, but it executes rather quickly.
Pummel – Prisoner Pound
The infantryman holding the victim proceeds to kick them in the shin (or shin area), dealing 2% damage. This can be repeated at a relatively fast rate.
[2%]
Forward Throw – Beat Down
Every infantrymen aside from the one holding the victim runs up and smacks the victim with their guns one at a time. Each hit deals 2% damage, making for a possible total of 8% damage. This takes roughly two seconds to do with all five infantrymen, and doesn’t deal much damage, but it’s one of the only Throws you can perform without exhausting your precious supplies. At the end of the Throw, the enemy is knocked forward a short distance.
[2% per hit]
Supply Cost: None
Backward Throw – Quick Retreat
The lead infantryman tosses the victim forward casually, dealing only 2% damage and pathetic knockback, as the squadron quickly dodges backward, away from the victim. They actually perform a dodge, helping them to avoid incoming attacks. This Throw’s main purpose is to avoid being punished during a Grab/Throw, as the rest of the Army’s Throws are rather slow.
[2%]
Supply Cost: None
Up Throw – Bazooka Blast
The infantryman holding the victim throws them into the air as the others pull out bazookas. They all fire upward at the same time, creating a massive blast at the spot the poor victim is at (about two Stage Builder blocks’ height above them). This deals pretty good upward knockback and 4% per bazooka, for a maximum of 16% damage dealt. Unfortunately, this Throw is rather slow and costs you some supplies.
[4% per hit]
Supply Cost: 5 Units
Down Throw – Bomber Dodge
The infantryman lets go of the prisoner and all of them dive into the background, covering their heads, as a bomb drops where they were. The victim remains dumbstruck during this, and is hit by the bomb for 15% damage and good diagonal knockback. The infantrymen didn’t know it, but this was a planned strike (guess the tactician knew the infantrymen would know what to do and get out of the way), so it’ll cost your army some fuel and ammunition, but it’s a powerful Throw, albeit a slow one. The infantrymen are vulnerable for a second or so as they recover from the nearby blast.
[15%]
Supply Cost: 15 Units
Up Taunt – Ten-Hut!
The infantrymen stiffen up, saluting briefly before relaxing again.
Side Taunt – March On
The infantrymen straighten up, marching in place for a moment.
Down Taunt – Emergency Rations
The infantrymen drop to the ground, reaching into their packs for some emergency rations that they hastily make use of. For each soldier, there’s a 10% chance of getting a ration of food (which restores 1% damage) and a 15% chance of getting some spare supplies (which restores 1 supply unit). The other 75% of the time, who knows what they pull out, but it’s nothing useful to you.
Up Victory Pose – Five Gun Salute
All five infantrymen point their guns toward the sky, and fire off a round before dropping the weapons and relaxing.
Side Victory Pose – We’re Going Home, Boys
The five infantrymen stand facing the background, as a T-Copter drops from above the screen. They all climb in, and the T-Copter sets off into the background.
Down Victory Pose – Infiltration
We see one infantryman run in sneakily from the right side of the screen, then pause and look back, making a “follow me” gesture before running off the left side, as the other four run after him.
Loss Pose – Surrender
The lead infantryman is seen waving a white flag, while the others all be seen standing in the background with their hands on the backs of their heads, their weapons lying on the ground.
When using the Advance Army, first and foremost in your mind should be the selection and conquering of a good resupply area. You’ll want to start the battle by focusing all your efforts on that spot. Use your F-Tilt and F-Smash to drive opponents away until you can set it up. Although attacks like the D-Air can also seem tempting for clearing yourself some space, you should be careful about using them at this point, as they cost a lot of fuel and you don’t have a very good way to get it back.
Once you’ve set up your resupply area, you can pull out all the stops. Tanks (Neutral Special), Bombers (D-Air), Fighters (F-Air), all of them. Ground-based fighters will find your F-Tilt, F-Smash, and D-Air a pain to deal with, and aerial opponents will cower in fear at your U-Smash and F-Air. If you need a faster long-range projectile, consider your Side Special. If you’re not sure if your opponent is coming at you from the air or the ground, try the B-Air. As long as you’ve got enough infantrymen kicking around, the B-Copter will attack both forward and downward from the air.
When you start to run low on infantrymen, all you can really do is try to do what damage you can before taking the KO. The Side Special still works well, as do a couple of other attacks. You’ll mainly be sticking it out until you get KOed and have your Army restored, though.
When you score a KO, the obvious next step is to resupply. Get to your resupply area as fast as you can and load up. Your army’s all but useless if you have no supplies. Without them, you can’t even make much of a recovery from a good hit! Choose your attacks throughout wisely, as you’ll be needing to resupply at some point, and you don’t want to be wasting Bomber and Fighter strikes if you’re not going to give your enemies a solid hit with them!