Super Smash Bros. Walkthrough :
This walkthrough for Super Smash Bros. [Nintendo64] has been posted at 31 Aug 2010 by eeghead and is called "Unique Tips You Probably Forgot". If walkthrough is usable don't forgot thumbs up eeghead and share this with your freinds. And most important we have 14 other walkthroughs for Super Smash Bros., read them all!
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Walkthrough - Unique Tips You Probably ForgotSuper Smash Bros. Unique Tips You Probably Know But Forgot (confused yet? hehehe) By Rabby E-mail all suggestions, comments and corrections to: rabbyrab@juno.com Or, chat with AIM/AOL to: moomoobaa Get all new updates at www.Gamefaqs.com Would somebody please fill in the missing one-player bonus spots? Thanks. Apparently, Mew can cause damage if touched. If so, please tell me how much damage it causes. Do not copy or link to this document in part or whole without asking permission first. ------------------------------------------------------------------------------------------ Version: v2.4 - 12/25/1999 -New e-mail address: rabbyrab@juno.com -No more e-mails on where the crate and things came from! Please! -Things new to this version denoted with a (!) -Best viewed ms wordpad. -Probably won't be any more updates, cuz there's no more new stuff! -Happy holidays! -New statistics added to the characters -A word on "secret" characters Introduction ------------ First, this is no strategy guide. You're looking for strategy? Go somewhere else. No, instead, this is a text file I decided to make to enhance your fun with Smash Bros. Sure, it doesn't have all the glamour of those 90k files up above this one, but you'll find some stuff you probably didn't know. If you don't, sue me. Anyway, here's some various stuff you might find useful. Contents: --------- GENERAL CONTROLS Skip this ifn' ya know how to play. TERMS Abbrieviations and junk you need to know. GAME TIPS General stuff about your character. ON THE GROUND AGAIN? A quick section telling things you can do on the defensive. CHARACTERS Specific stuff that you might not know about a certain character. DAMAGE A section telling damage for moves. CHARACTER NOTES More stuff that has to do with your character (suggestions here please). PRIORITY This deals with priority of attack. Interesting for new combos. THE STAGES Special tips on each stage. CONTROLLER THEORY How to plug your controller into the right port. TEAM ATTACK Two or more for multiple the fun! ONE-PLAYER BONUSES The bonuses you can get in one-player mode. OTHER STUFF Cheats and whatever. GENERAL CONTROLS ^^^^^^^^^^^^^^^^ CONTROL STICK- All movement must be made with the control stick, not the digital pad. The more you tilt it, the faster the character goes. Down is duck, Up is jump. (A) BUTTON- This is your basis for attack. This performs all normal attacks. Use it in conjunction with the control stick for different moves. (B) BUTTON- Use this for special moves. Three may be performed, with B in conjunction with Up, Down, or just B. These moves are slower than A moves usually. (C) BUTTONS- These are also for jumping, I reccommend using them. (R) BUTTON- Tap it to initate your throw move. Hold it down to activate your shield. I reccomend using R for throwing only. Also, if you cannot throw, R will execute an A button move. (Z) BUTTON- Hold this button for your shield. While holding, press A to initate a throw, or a direction to roll. I reccommend using it for shielding and rolling. (L) BUTTON- Use this to taunt. Wear it out ok? DIRECTION PAD- No use, though it coulda been nice. START BUTTON- Pause the game. You can then exit any battle by pressing A,B,R, and Start. Rotate the camera while pausing to look around. TERMS ^^^^^ U,D,L,R Up, Down, Left, and Right on the joystick A,B,C A button, B button, and any C Button F/Ba Forward and Backward (of your characters direction) Run Dash by pressing Forward twice. & Pressing a direction and a button at the same time i.e. U&B Smash Hit A move with the A button in conjunction with a direction. i.e. F+A Power Hit (strong) Not a smash hit, but more powerful than a weak one. i.e. Hold F+A Weak Hit Just press A. i.e. A (duh) GAME TIPS +++++++++ !Some characters have the ability to cancel out of their horrible recoveries from their jumping D+A attacks. To do this, press the shield button at the moment of contact with the ground. (Link, for example: instead of his sword getting stuck in the ground and him pulling it out his shield will come up instead.) *It seems that if two people touch the same star at the same time, both will be granted invincibility. *If you're crazy enough to rack up over 255 points in time mode then crazy text characters will appear! To try this, set time to infinite on the vs. menu. *The bumper pushes all who get hit by the same distance, no matter what damage percentage. This allows one-hit KO's, if you get lucky. *Here's how the point system works on multiplayer: -You get a point for each person who dies that YOU hit last. (That means if something explodes and kills them that you did not do, you get no point) -If you hit them and they are able to get back up and do so before dying, no point. -Killing with projectiles and mines/bombs will give you points. -If you die, you LOSE a point. -If a crate/bomb blows up by being hit (not thrown) there is no point for either person. *Computer AI: On Level 9, these are three things I've gathered: They throw projectiles when not close to you. They always go for an item when it appears. They NEVER attack when they are off the playfield (but they do if over it) *Wanna see the giant fan!? Well, start hitting something with the fan, like a box or person, then have somebody hit you from behind. If done correctly, the fan will stay giant! Yay! *Never attempt to roll off the edge, as you cannot. This will set you up to be hit. *When an item comes, a bell sounds, telling you it has come. The star makes a "DINK" noise. *If you put up your shield while trapped in a corner, you will be able to be hit rapidly. *When somebody is carrying a box or barrel, and you low attack them, the object may disappear! *The fan destroys shields quickly, in four or five hits. A smash hit will completely break it. *Clefairy mimics the pokemon's attacks faster and shorter than the original's. *Stand with your back to somebody while holding a bat or something, and press R to throw it behind you, and maybe hit them! *In a team battle multiplayer match, with team attack on, a POW, shell, or mine as well as any explosion will still hurt your partner. *Only one person may be on the ledge at once, so if somebody needs to grab the ledge to survive, go hang on it and they won't make it back on. *If you have a person with a decent roll, you can stand next to a mine and roll to diffuse it. *When you are dashing, your throwing range is increased dramatically. *Your shield does not provide full protection, as you can still be hit underneath while holding Z. To move your shield slighty press up and down, protecting you where you need it. *In a team game, let one person hold somebody while the other hits him really hard. *You can still grab ledges and pop up when you have the hammer. *When you have the star, no impact or damage will affect you. *When being healed from a tomato or heart, you will be hit as far as you would have before picking the item up until it stops going down. You are also damage proof during this. *Lay proximity mines on the wall where they cannot be seen. HEheheh. *Try to learn to press Z&A to throw, it is safer than just R. Read the block and counter section in the "On the ground again?" section. *When holding a barrel or crate, use a smash throw to make them go farther. *To get the most distance out of your jumps, don't jump until the last possible minute. *If your character doesn't have a smash down, try hitting them as they try to recover, making sure you can too. *Use barrels as weapons, like in the original Donkey Kong game! Smash with them to increase the rolling speed! *You can use barrels and crates as shields to block projectiles. Just make sure they don't explode from damage. *Experts should try jumping after people in the air to keep them there. *You need not grab an invincibility star, just touch it! *Use projectiles to set off things, like bombs and turtle shells. It's a good surprise! *The paper fan is an awesome weapon! I love it. Any hit with it will pop the oppenent up, or draw them closer to you! Use the weak attack to draw them in and break their shield. *Try pressing L when you are on the invincible platform after dying. You sometimes say your taunt line, but drop down avoiding the animation. *In a multiplayer game, if all the players go to a certain spot on the screen, the camera will focus on that spot. Could be hazardous to your health. *The CPU always taunts when it thinks it has killed you. If you can make it back to the platform, you can hit the CPU during its taunt!] *Throwing backwards generally does more damage. *When used, the shield slowly decreases, even if not being attacked. *If you use your U&B move in the air and somebody hits you, you can do it again. *The ground D smash attacks aren't used enough by humans, use them when somebody lunges or rolls towards you *If you use the same move too much, the damage it does decreases. *Some item carriers (barrels, eggs, crates, pills,) will explode on impact. Try to break them from afar or you may get hurt. *If you connect an unblocked samsh hit with the homerun bat (not Ness',) the victim will always die unless somebody hits the person, or he hits the wall. *Smash hitting with the star rod will let out stars that count as power hits. *The hammer isn't as great a weapon as it seems. If you have died, you are invincible for a few seconds in which you should throw the person with the hammer or hit him. Try luring the hammer guy over the edge too. *Deactivate proximaty mines with projectiles or items, such as fireballs or PK thunder. *A bob-omb if not picked up within five seconds will start walking and explode on contact to anything. Stay away. *If you are about to bounce off the ground after being hit, press Z. You will immediatley pop-up from the floor and be able to attack again. Use the joystick when popping up to roll. *Hang on edges for protection. Though you can still be hit, when you press A you will be invincible as you climb back up to the field while attacking. *Pressing D,D to drop below a platform is unsafe. Hold Z and do it for more protection. *Many projectiles can be stopped by a simple punch or kick. *Tap D twice in the air to fall faster. *When thrown, the fan causes the victim to fly straight up. *Some characters can perform a smash down from which characters cannot easily recover from. Others have a smack down, a move that is similar to the smash down, but catches the victim in a tornado. These are harder in that you must recover after following the victim down to perform it. Both must be performed to hit the victim in the air. They are easiest done when the opponent is recovering. Here is a chart of smash & smack downs: CHARACTER MOVE DIFFICULTY ------------------------------------------------------------------ Luigi D&A in the air (Drill Smack) Medium Mario D&A in the air (Drill Smack) Medium DK D&A in the air (Double-kick Smash) Medium or Forward&A in the air (Hand Smash) Link None Samus D&A in the air (Flip Hit Smash) Hard Falcon D&A in the air (Double-kick Smash) Easy Ness D&A in the air (Extended leg Smash) Easy Yoshi Forward&A in the air (Head Smash) Medium D&A in the air (Flurry Smack) Hard (recovery) Kirby U&B (Downward part)(Smash) Hard D&A in the air (Drill Smack) Easy Fox D&A in the air (Drill Smack) Hard note: Fox goes right through the victim! Pikachu None JigglyPuff D&A in the air (Drill Smack) Medium (Link and Pikachu's Jump+D+A move will knock the opponent away.) !Drill smacks are most effective when hitting the opponent at the apex of their jump, usually tapping them on the head with your spinning feet works the best. ON THE GROUND AGAIN? ^^^^^^^^^^^^^^^^^^^^^ You've been knocked down, trapped by the fire flower, and kicked off the edge while hanging for the last time. Here's what you can do in some of these cases: (ON THE GROUND) --------------- You've just been hit hard, and are lying on the ground. People can hit you when you're here, but you have some sneaky stuff you can do too: *Press A to become temporarily invincible and perform an attack while getting up. *Press R or Z to become temporarily invincible and crawl to your feet. (Happens if you press nothing) *Press Z with a direction to roll as you get up. Remember, you can be hit as you roll. *Just to piss people off, lay on the ground until somebody comes to you. Press A and they'll get hit. (HANGING AROUND) ---------------- You're caught hanging on the ledge, a real hot spot. What can you do? It is basically the same as when you're on the ground. *Press A to become temporarily invincible and perform an attack while getting up. *Press towards the edge to become temporarily invincible and climb back up. *Press Z and a direction to roll as you climb up. Remember, you can be hit as you roll. *Press away from the ledge to drop. (Then double jump back up and attack.) *When you first grab hold of the ledge, you are temporarily invincible. Special things happen when you get to 100% damage, you begin to get sluggish: *Press A to attack as you climb up, it is delayed and you are invincible longer. *Press Z and a direction to slowly roll as you get up. *Just press towards the ledge to crawl up and do nothing. (Not reccommended) These tend to throw your opponent off guard, which is good for you, until they figure it out. (STUCK IN A COMBO) ------------------ Yarg. Don't you hate it when people keep using the same cheap thing over and over? Here's the solutions to some of these dilemmas: Fire Flower, or Infinite combos (Most character's A Button moves): First of all, you can try your shield, but only in attempt to roll. Never keep it up until it breaks. Try jumping. If all else fails, push your control stick away from the attacker, in hope you will get away. (Sorry, not much I could say about this.) Jam on the C buttons like crazy. Laser Gun/Starmie: These things are annoying, and can hit you from far away. Starmie is easy to avoid, keep pressing Down to drop below it's shots, or jump over them if they're on the ground. The laser is a different matter. If you're Ness or Fox, use your D&B moves definitly. If not, jump the laser, or if you're small, you can DUCK under it sometimes. :) Holds: Holds are these things: DK's throw, Yoshi's egg shell, Kirby's mouth, etc. If you are stuck in these things, rotate the control stick and press A and B rapidly. It will enable you to get out sooner and not let them perform their attack. The Bumper: Simply put, when somebody throws a bumper, block immediatly. If it hits somebody, it most definitly will bounce and hit you if you're close. In some cases, the bumper will make a one-hit KO. (BLOCK AND COUNTER) ------------------- Ready to learn a fighting technique that will serve you well? Read on! Have you ever been caught in a situation where two of you have been trying to throw each other, and you finally get stuck on a ledge and get thrown? No more! To throw, stop using the R button, and learn to use your shield and press A. If you let them hit your shield, you can immediatly press A and throw them if close enough! This is most effective when they attack from air or do a running lunge. Never just sit with your shield out though, it may break, and they may try to throw you. General Rule: Use R to grab while running only, use Z+A while at a stand still. CHARACTERS ^^^^^^^^^^ Statistics key: BUILD: How big the character is (sizes: medium, tall, large) DUCK: How big the character is when ducking (sizes: flat, medium, large) AIR: Rating of how well the character fares in the air (1 = horrible, 5 = spaceman) There is also a description of the type of air the character fares best in MARIO ----- BUILD: Medium DUCK: Medium AIR: 4 (All) !After initiating Mario's forward smash attack, press up or down to angle it slightly *Quadruple Jump- Enables you to jump four times instead of three! For the first jump, press U or C (from ground). In the air, you can do the next two moves in any order: 1)Press D&B and keep pressing B until the tornado runs out 2)Press U or C again for your double jump Press U&B for the final jump. *Mario's headbutt (U+A) will stop most anything that comes at you from air (not including projectiles) *Mario's fireball falls at a 45^ angle, and will bounce off the surface after impact. *Mario does more damage than Luigi with his attacks. His Tornado and Uppercut combo while Luigi's do not. *The cyclone attack will launch your opponent up or down after it is done. Try it in the air, if it shoots them down, you get a free kill! *During Mario's taunt, he is super easy to hit. It is also the longest taunt of all the characters. You can cancel the shrinking part of the taunt with by putting up your shield. Donkey Kong ----------- BUILD: Large DUCK: Large AIR: 3 (Horizontal - His Jumping U+B spin gives him the most horizontal distance, but lacks horribly in the vertical department. Try jumping high before using it.) !After the first slam when you have captured somebody in your throw they can break out unless you throw them right away. *If you begin a battle by trying to throw somebody, you most likely will win getting the throw. *When using the ground pound, after the first pound, hold down and press B at one second intervals to continue pounding and pounding. *DK has THE longest arms in the game. This makes his throw one of the best, quick, but long. *When coming back to the playfield from the air, remember that DK's U&B move is horizontal instead of vertical, so you should start it high in the air. *DK's item throws are different from the other's. Horizontally, they are thrown lower. Vertically, they are throw slightly in front of DK. *Donkey Kong requires more damage to be hit as far as most characters. (see character notes) *Donkey Kong's shield is bigger than everyone else's. *DK can walk with barrels and crates. *With DK's forward throw, he first slams the victim on the ground, then you can carry them to the edge and throw them off. *When charging a punch (B), press Z to store the energy. Press B again to continue charging elsewhere. LINK ---- BUILD: Tall DUCK: Medium AIR: 2 (None - Very little room for error here. Use his U+B spin slash to keep people from smashing you or getting too close.) !Many of Link's moves are super-high priority. Try smashing through a fireball to hit your enemy. *If you press A three times slowly while standing, instead of doing the rapid attack, Link does a three hit combo. *When using the hookshot, anticipate the opponent, it works like magic! *Link's Super Cheese- from [lyp@cadvision.com]- This combo is used to throw the opponent easily. 1)First, wait until your opponent jumps, but is not close enough to hit you. 2)Toss the boomerang up and knock him out of the air. 3)Grab him with the hookshot on the bounce, and repeat! (Doesn't work if they do a quick recovery) *If you smash (press F) while launching the boomerang, it goes twice as far. *Direct the boomerang by pressing up or down after B. *To get the max power throw out of a bomb, press Down and B after you are holding it. *Remember Link's bombs have a time limit, and will hurt him. *Try this annoying combo- Boomerang, Bomb, Boomerang, Bomb, etc. It hurts from a distance! *Bombs that Link throws with A may be picked up again by anybody if they land safetly. *Link's air D&A move has NO recovery. Fall off the edge with it and you're screwed. *Link's triple jump (U&B) is the worst in the game. You get almost no height or distance. SAMUS ----- BUILD: Tall DUCK: Medium AIR: 3 (Horizontal - Use Samus' bombs to get major horizontal air, but don't try to use the screw attack to prevent somebody who is above you because it isn't of very high priority.) !Feel free to shoot Samus' blaster in the air because it will stop your descent momentarily while doing so. *Whenever somebody jumps at you, screw attack. They will soon learn not to jump. Hehehe. *Samus' throw will whack the opponent up into any wall above her if there is one! *Samus is invincible from most minor attacks in ther screw attack. *Samus has the slowest roll and throw in the game. *When charging the blaster, press Z to store the energy. Press B again to continue charging elsewhere. *Dropping bombs in the air (D&B) will slow your descent a little, but not much. YOSHI ----- BUILD: Tall DUCK: Medium AIR: 2 (Both - You need to be extra careful while in the air with Yoshi. He gets major vertical and horizontal air, but you only get one go at it. Make sure you use his double jump into whatever is coming his way so that if he gets hit he won't fall to his doom. Be careful when attacking as well, because attacks shorten the invincibility of his double jump making him vulnerable to smashes.) -Cheap way to KILL Yoshi- 1)First, you gotta get him off the edge, forcing him to Double Jump. 2)Before he gets back to the platform or ledge, hit him with Hold+A or A forward smash attack and he dies. !Many forget that the stars produced from the landing of Yoshi's D+B hip drop hurt enemies. *The most damaging move in the game, Jump+D+A, should be used when an opponent is on a platform above you. Just jump and execute it. At the least, their shield will break. *Yoshi gets the farthest distance when jumping horizontally, and the fastest too. *Yoshi shield, although it weakens, does not shrink, like others. *Yoshi's hip drop can hurt you with its stars if you are next to it. *Pressing D&B from ground is usually more surprisings than doing it in the air. *Yoshi's U&B move is not for recovery, just remember that. *Stand at the edge and face away from it. When somebody comes near, turn them into an egg. They will fall off the edge and usually not escape. (Unless they're good, heheheheh) *Yoshi cannot be smashed-down out of his double jump. (Until the downward fall.) *Vary the distance you throw an U&B egg by holding B longer and aiming with the joystick. KIRBY ----- BUILD: Medium DUCK: Flat AIR: 5 (No explanation needed, heheh.) !Beware, the actual down part of Kirby's U+B cutter attack does not deal damage, only when he reaches the apex (meaning you can't hurt somebody by falling on them.) *When using the star blaster, watch out because the other person who is getting spat out can move the star once he gets out of your mouth. *Kirby's duck enables him to duck under lots of things, like boomerangs or lasers. *Kirby is able to go UNDER the dreamland platform if performed correctily. The same can be done with Mario's stage and Yoshi's stage! *Kirby Star Blaster- A cool attack! Simply put, if there are three or more people on the playfield, suck up one. If the other comes near, press A to release a star, which hits for 30% damage! Beware, people can escape your mouth by rapidly pressing buttons. *Super Flying- The biggest freaking air time ever! Kirby already has the longest air time of all the characters, to extend his time even more, do this: 1)Absorb JigglyPuff's power 2)Get in the air, by jumping or whatever. 3)Alternate one jump, B, jump, B, etc. until you run out of jumps. 4)Then press U&B for the cutter, and make it back to the playfield! *Kirby's taunt also makes him lose any absorbed character's power. *As a rock, Kirby is invincible, but can be thrown. Do not attempt with hammer, as one hit breaks the rock. *Don't forget to do Kirby's U&B move after your six jumps are done. Major air! FOX --- BUILD: Tall DUCK: Medium AIR: 3 (Nothing special here, just be careful to be really high or really low when you use his U+B explosion thing, cuz he's really vulnerable when he does it.) !Try juggling somebody with your Hold+U+A attack, then smash them with U+A. *If you use the U+B move into a wall, Fox will bounce off of it. *If Fox's reflector is hit too much, it will break, just like your shield. *Fox's lasers may not be punched. *In the air, Fox's blaster fires faster. *The reflect shield can be used on thrown items, projectiles, and people. To use it on people, they must be touching you when you activate it. PIKACHU ------- BUILD: Medium DUCK: Medium AIR: 4 (Pikachu gets around, hehe. Just don't use his U+B warp in plain view.) !When Pikachu's D+B lightning strikes him it has great priority that cancels out most anything, like fireballs or whatnot. *Use the Hold+U+A to do a quick, cheap combo. *True Pikachu experts can make it under Kirby or Yoshi's level and back to the platform! As a hint, start with your back facing the ledge as you jump off. *Pikachu's quick attack can be redirected twice, but don't overshoot the platforms. *When falling to the right or left, press D&B to make the thunder fall behind you. *In the air, Pikachu's B button thunder will go 45^ downwards. LUIGI ----- BUILD: Tall DUCK: Medium AIR: 4 (Luigi boasts the hightest normal jump in the game, not to mention he falls slow as hell. Use your jumps wisely, he has a hard time with air attacks from above since he falls so slowly.) -How to get Luigi: 1) Beat the Practice One stages with the eight original characters. 2) Defeat Luigi in battle. !Unlike Mario, Luigi's U+B or D+B attacks do not combo, but do one all-powerful hit. (That is, if you time them right. Time Luigi's uppercut wrong and you'll get a measly hit for 1%) *In some stages, Luigi can actually kill himself by jumping through the top of the screen. *Luigi is THE best person to yield the hammer. Try it! *Quadruple Jump- see MARIO *Luigi falls slower than Mario and his dash attack is different. *Luigi can jump higher than anybody. *His fireballs travel horizontally, and will bounce. They are not effected by gravity. *Luigi's uppercut and tornado are much more effective when touching the opponent before using. *Luigi's taunt will do 1% damage! *The cyclone attack will launch your opponent up or down after it is done. Try it in the air, if it shoots them down, you get a free kill! JIGGLYPUFF ---------- BUILD: Medium DUCK: Flat AIR: 2 (Horizontal air. You gotta alternate your punches and jumps accordingly since Jigglypuff can't make pudding out of his vertical air.) -How to get JigglyPuff: 1) Beat the one-player game with any settings. 2) Defeat JigglyPuff in battle. !JigglyPuff's U+B sing attack actually does hits that do no damage. You can do it to a barrel and hear the "thock" sound. *Most of JigglyPuff's attacks will bounce away the opponent. *JigglyPuff's B punch is the same as a fan hit. It pops people into the air, as well as break shields quickly. *Pause the game when he is about to get hit, and you will see a little tear in his eye. Special thanks to *Like Yoshi, JigglyPuff has no recovery from his U&B move. *Distance Jump- Fly farther than anyone Alternate jumps (U or C) with B button lunging punches in the air. The result will let you fly farther. *JigglyPuff's throw is directed upwards. *The hypnosis attack isn't very good. It has bad range and short lasting effects. *JigglyPuff's D&B move will only work when touching the victim while activating. Will often kill those at 70% or higher. An effective way to use this is to come in from the air with Jump&D&A. Press D&B when you land. *JigglyPuff falls very slowly. CAPTAIN FALCON -------------- BUILD: Tall DUCK: Medium AIR: 3 (He's a pretty average jumper with a lot of horizontal air from his U+B attack. Maximize his air by grabbing others and then doing U+B again.) -How to get Captain Falcon: 1) Beat the one-player game with any settings in twenty minutes. 2) Beat Captain Falcon in battle. !Sometimes Falcon's Jumping U+A attack will make the opponent fly horizontally down, which makes for really cool kills. *The crappy thing about him is that his attacks are directed at the upper body. This means that small people may evade some attacks just by ducking. *Falcon Kick may go over the edge, staying horizontal as it does so. Be careful. *Captain's shield doesn't cover his feet! Somebody can still hit you there! *Use the the Falcon Kick in the air for a 45^ downwards attack. *Use the Falcon Punch by activating it in the air, timing it to go when you land. *If you connect with Falcon's U&B move you can do it again. *Captain Falcon is the fastest character in the game. NESS ---- BUILD: Medium DUCK: Medium AIR: 5 (Look here, he flies and zips and shoots himself with electricity. He's the king of air; well, besides, Kirby.) -How to get Ness: 1) Beat the one-player game with lives set to three and normal difficulty. 2) Beat Ness in battle. !PK Thunder can be used to get as many as three hits, although it is difficult to do. If you can hit someone with it's tail, the person will be electricuted but the energy ball will still exist and be controllable. *Begin a PK Fire as you are about to land from the air, and when you land it will go straight. *Ness' PK Fire can be stopped by a punch, but the fire will still sprout. *Combo together an air attack, both yo-yo attacks, and a throw for mass damage. *Although hard, try to hit Ness's PK Thunder when he's coming from the air, and he'll be helpless. Use projectiles or A attacks. Don't hit Ness, or he can PK Thunder again. *Ness' PK Thunder can be redirected to hit himself different directions. If he hits somebody during this, they will suffer 30% damage. *Ness' bat will reflect projectiles if timed correctly. *Ness has the easiest smash-down. *Ness' PK Magnet will heal him with projectiles. Things that work are: Charizard's/Charmeleon's Fire Meowth's Coins Starmie's Rays Ray Gun Blasts Fire Flower Flames Fireballs Samus' Blaster Kirby's Cutter Blast Fox's Laser Pikachu's Ground Thunder PK Fire PK Thunder Star Rod Stars Star Fox Ship Lasers Master Hand's Bullets (!) *Each absorbed thing heals for about 10%-15%, and a fully charged Samus blast does 26% or so! The Arwings in Fox's stage will pretty much heal you completly. DAMAGE ^^^^^^ Note: This tells damages for the first hit, after the first damage ususally decreases. Damage values are closely estimated. Actual damage varies. MARIO ----- A(x3) 2%/2%/4% Hold U+A 8% Hold D+A 12% Hold F+A 10% Jump+A 11% U+A 16% D+A 14% F+A 14% Run+A 9% Jump+D+A 3% per hit (up to 8 hits) Jump+U+A 9% Jumb+Ba+A 12% Jump+F+A 12% B 6% U+B 2% per hit (up to 9 hits) D+B 1% per hit/3% for last hit (up to 14 hits) Throw 12% Back Throw 16% L 0% DONKEY KONG ----------- A(x2) 4%/4% Hold U+A 10% Hold D+A 6% Hold F+A 10% Jump+A 12% U+A 16% D+A 16% F+A 16% Run+A 10% Jump+D+A 10% Jump+U+A 9% Jump+Ba+A 12% Jump+F+A 12% B 11% uncharged to 33% full U+B 6% D+B 8% Throw(x2) 8%/8% Back Throw 18% L 0% LINK ---- A(x4) 5%/3%/4%/1% per stab Hold U+A 8% Hold D+A 10% Hold F+A 14% Jump+A 8% U+A(x3) 6%/3%/9% D+A 14% F+A 20% Run+A 11% Jump+D+A 12% Jump+U+A 14% Jump+Ba+A(x2) 8%/8% Jump+F+A 12% B 8%/6% on return U+B 12% D+B 7% explosion/7% getting hit by throw Throw 14% Back Throw 16% L 0% SAMUS ----- A(x2) 3%/6% Hold U+A 6% Hold D+A 10% Hold F+A 8% Jump+A 12% U+A 8% per hit D+A 12% F+A 18% Run+A 9% Jump+D+A 11% Jump+U+A 2% per hit Jump+Ba+A 11% Jump+F+A 4% per hit (up to 4 hits) B 3% uncharged to 25% fully charged U+B 2% per hit (up to 15 hits) D+B 7% Throw 16% Back Throw 18% L 0% YOSHI ----- A(x2) 3%/5% Hold U+A 9% Hold D+A 8% Hold F+A 10% Jump+A 11% U+A 14% D+A 11% F+A 14% Run+A 9% Jump+D+A 4% per hit (up to 14 hits) Jump+U+A 12% Jump+Ba+A 12% Jump+F+A 14% B 4% U+B 11% D+B 14% Throw 12% Back Throw 16% L 0% KIRBY ----- A(x3) 3%/4%/1% per hit Hold U+A 11% Hold D+A 7% Hold F+A 8% Jump+A 8% U+A 12% D+A 14% F+A 13% Run+A 8% Jump+D+A 2% per hit (up to 11 hits) Jump+U+A 8% Jump+Ba+A 12% Jump+F+A 2% per hit (up to 8 hits) B 5% absorb/10% attack/30% hit with star (press A after eating) U+B(x3) 3% hit/10% air/6% wave D+B 15% Throw 13% Back Throw 16% L 0% FOX --- A(x3) 4%/4%/1% per hit Hold U+A 7% Hold D+A 9% Hold F+A 7% Jump+A 11% U+A 12% D+A 11% F+A 13% Run+A 8% Jump+D+A 2% per hit (up to 7 hits) Jump+U+A(x2) 6%/6% Jump+Ba+A 9% Jump+F+A 9% B 6% U+B 12% D+B 4% Throw 12% Back Throw 15% L 0% PIKACHU ------- A 2% Hold U+A 9% Hold D+A 9% Hold F+A 8% Jump+A 11% U+A 14% D+A 12% F+A 8% Run+A 9% Jump+D+A 10% Jump+U+A 8% Jump+Ba+A 12% Jump+F+A 3% per hit (up to 7 hits) B 5% U+B 0% D+B 12% touch Pikachu/9% thunderbolt Throw 12% Back Throw 18% L 0% LUIGI ----- A(x3) 2%/2%/4% Hold U+A 8% Hold D+A 12% Hold F+A 10% Jump+A 11% U+A 16% D+A 14% F+A 14% Run+A 2% per hit (up to 5 hits) Jump+D+A 3% per hit (up to 8 hits) Jump+U+A 9% Jump+Ba+A 12% Jump+F+A 12% B 5% U+B 1%/20% direct hit D+B 12% Throw 12% Back Throw 16% L 1% CAPTAIN FALCON -------------- A(x4) 3%/3%/4%/1% per hit Hold U+A 11% Hold D+A 9% Hold F+A 10% Jump+A 12% U+A 13% D+A 12% F+A 15% Run+A 9% Jump+D+A 11% Jump+U+A 12% Jump+Ba+A 12% Jump+F+A(x2) 8%/8% B 18% U+B 20% D+B 12% Throw 12% Back Throw 16% L 0% NESS ---- A(x3) 2%/2%/4% Hold U+A 6% Hold D+A 3% Hold F+A 8% Jump+A 11% U+A 14% D+A 15% F+A 18% Run+A 12% Jump+D+A 12% Jump+U+A 12% Jump+Ba+A 12% Jump+F+A 9% B 3% per hit U+B 6%/23% PK Teleport (hit by Ness) D+B 0% Throw 16% Back Throw 16% L 0% JIGGLYPUFF ---------- A(x2) 3%/4% Hold U+A 8% Hold D+A 8% Hold F+A 6% Jump+A 11% U+A 14% D+A 12% F+A 12% Run+A 8% Jump+D+A 3% per hit (up to 7 hits) Jump+U+A 16% Jump+Ba+A 10% Jump+F+A 13% B 13% U+B 0% D+B 20% Throw 14% Back Throw 16% L 0% ITEMS ----- LIGHT SABER 15% thrown/ 9% weak/14% strong/25% smash attack/12% running (attack) HOMERUN BAT 18% thrown/ 6% weak/ 9% strong/10% smash attack (extremely powerful)/6% running HARISEN (FAN) 8% thrown/ 2% weak/ 8% smash attack/6% running STAR ROD 11% thrown/10% weak/12% star smash/34% smash attack (20 stars)/14% running RAY GUN 7% thrown/ 8% per laser (up to 16) FIRE FLOWER 10% thrown/ 1% per blast (up to 59) HAMMER 30% per hit PROXIMITY MINE 10% thrown/30% explosion BOB-OMB 36% thrown/31% walking around BUMPER 6% thrown GREEN SHELL 23% thrown/23% knocked RED SHELL 15% thrown/15% knocked POKEBALL 16% thrown/20% smash throw (one Pokemon per ball) HEART +999% MAXIM TOMATO +100% BARREL 18% thrown PILL 13% thrown EGG 13% thrown CRATE 13% thrown POKEMON ------- Beedrill 12% first hit/6% other hits Starmie 12% hit/2% per laser Koffing 3% per hit Chansey 0% Hitmonlee 24% Charizard 26% hit/3% per fire hit Goldeen 0% Mew % Snorlax 22% Onix 24% hit/4% per rock Blastoise 3% per water blast Clefairy x% depends on Pokemon it mimics Meowth 3% per coin STAGE DAMAGE ------------ Venusaur 20% hit/3% vine shots Electrode 30% explosion (unblockable) Charmander 3% per hit Porygon 18% first hit/8% other hits Chansey +6% for touching Tornado 15%-20% Lava 16% per hit Pirhana Plant 5% per hit POW 20% Arwing Laser 32% per hit CHARACTER NOTES ^^^^^^^^^^^^^^^ This chart details the following things: -Weight- How heavy the character is. Determines how much damage he can take to be thrown very far. Medium= 100% Light= 80% Heavy= 130% -JUMPS- How many jumps this character gets. Combined U/C and U&B moves. -SPEED- How fast this character is. My personal opinion. -RECOVERY- Does your character get back on to the playfield well? Excellent, OK, and Bad. CHARACTER WEIGHT JUMPS SPEED RECOVERY -------------------------------------------------- Mario Medium 4 Medium Excellent Luigi Medium 4 Medium Excellent Donky Kong Heavy 3 Medium Bad Link Medium 3 Medium Bad Samus Medium 3 Medium OK Cpt. Falcon Medium 3 Fast OK Ness Light 3 Medium Excellent Yoshi Medium 2 Medium Excellent Fox Light 3 Fast OK Kirby Light 7 Medium Excellent Pikachu Light 4 Medium Excellent JigglyPuff Light 6 Slow Bad PRIORITY ^^^^^^^^ Well kids, this be the last section I'll ever do... *sigh* But back to business. Well now, have you mastered Smash Bros. yet? Well, I'll tell you one thing, there are three phases to learning the game: 1)Learning how to use the A button more than B, and getting back to the ledge. 2)Handling smash attacks, and evading off-ledge air attacks. 3)Countering every attack with a better one, that's this section. As you probably know, some attacks just don't dang work well. Take, for instance, Kirby's Jump+U+A attack. He spins in a cartwheel, but can easily be hit out of it. If you see the attack coming, you should do something to hit him out of it. Therefore, here's a list of MOST character's A button attacks strengths and weaknesses: Neutralize Two attacks cancel each other out, and the players are pushed away. Some projectiles are also able to be neutralized by attacking them. You know when this happens because you'll see a little bubble come at the junction point of the attacks. A This is usually pretty weak, but good at close range. Any powerful or long range attack can beat you when using this, so only do it when near the opponent. You are also very vulnerable from the back side and air when doing this. Hold U+A A pop-up. This is best used as a surprise attack. Generally, you can stand back to the opponent and hit him with it if he's near. Once he goes into the air, get him! Be careful to watch your sides when doing this. Note: Not a good air counter if opponent jump smashes down on you. Hold D+A Sneaky stuff. Use this to disable somebody's A button attack. It has good range, and stops things running at you, or projectiles. Watch your back and top. This usually knocks the enemy down, giving you time to run away. Hold F+A Just as good as Hold D+A, but better to use when in close quarters. Jump+A Contrary to most people's ideas, this is good to use when somebody doesn't have a good Jump+D+A attack. For example, Kirby's Jump+D+A does good damage, but you can be hit out of it easier than this. Try to land on the person when doing it, but it may also neutralize a punch. U+A A smash UP attack. In most cases, this pops your opponent up. It is also more effective than Hold U+A as a neutralizing air attack. However, if you time this wrong, which may happen because it's harder, you'll be totally open to attack. D+A A smash GROUND attack. This is your clear-out move. If things are surrounding you from both sides, do this. Some characters attack back before front, so maybe you should consider using Hold+D+A in this case. F+A A smash attack FORWARD. Great range, most of the time, but can be hard to hit with. This attack usually has a delay, making it a good idea to use it only when the opponent isn't too near. Ranges vary from person to person, but you can use this to break crates and barrels in a hurry. Run+A Start a lot of attacks like this. Since this attack is pretty predictable, it is easily neutralized or broken through by a standard attack. Combo this if you connect, you can dash and hit the opponent again and again before he lands. Jump+D+A Your AIR DOWN smash attack. You either have a combo attack down, or a solid one- move one. (see smash down section way at top) The combo attack is good for damage, but can easily be hit by an upwards attack. On the other hand, the solid one is harder to be hit out of, and will usually connect. Keep in mind that if you miss, there's a bloody lot of recovery time. Jump+U+A This move is either good, or it sucks. As with Kirby's spinning example, it has low priority and is easily disbanded. If this is the case, don't use it much. The other ones are good at keeping the enemy in the air. Try getting them from underneath with this. NOTE: Try using the control stick when doing this, so you don't waste a valuable double jump. Jump+Ba+A Good priority. If used in air combat, you'll win. Almost the same for land, but if you miss, it's goodbye. Not much weakness, but the sides. Jump+F+A(x2) For some, this is a two-parter. It does good damage but has low priority. Try not to use this unless you can, because anything stronger than an A button punch will ground you. B Attacks Obviously, this varies from person to person. The one thing that remains true is that all B button attacks have tremendous recovery time, except maybe Yoshi's. Throw Once you initiate a throw, you are invincible to everything WHILE you are throwing. Throws have no priority, so miss and you die, especially if your throw is long range. The other ones might be able to recover and get away in time. Back Throw Usually takes longer and does more damage than Throwing. This means more invincibility time for you. L What do you think? THE STAGES ^^^^^^^^^^ PEACH'S CASTLE -------------- START: 4P, 1P, 3P, 2P !Learn to use Yoshi and this level is your playground. *It's a shame you can't fall through the moving platform, but you can go up from under it. *There are no ledges you can grab. It stinks. *On this level, it is harder to kill somebody off the sides or top of the screen because of the two walls and bumper. *You can hit people if they are on the lower center platform and near an edge. Stand under them and excecute an uppward smash attack. They can do a downward one too though. DK'S JUNGLE ----------- START: 1P, 2P, 3P, 4P *If you don't throw a barrel hard enough, it may get stuck on the center platform. *Only one person may be in the barrel at once. Others fall through it. *The barrel at the bottom will start spinning if you don't fire early enough. *You can jump through the bottom floor of the stage. Useful for attacking! HYRULE CASTLE ------------- START: 1P, 2P, 3P, 4P *The tornados will probably kill you if you are over 80%. *Don't jump too high off the highest platform, or you may die. Try it for fun, it's laughable. *Use the lower right wall to bounce people off as you attack. PLANET ZEBES ------------ START: 1P, 2P, 3P, 4P *This level is Yoshi death. *If you have a star, the lava will not affect you. *It is possible to die by falling THROUGH the lava. This may happen if you jump down there when the lava is at it's lowest point. *Do not use Kirby's rock in the lava, as the aforementioned tip will come true. *The only safe platform is the highest one. *You can jump through the bottom floor of the stage. I don't reccomend using this to attack though! YOSHI'S STORYBOOK ----------------- START: 4P left, 2P up, 1P down, 3P right *Kirby/Pikachu can make it under the platform and back if timed correctly. *Lure people out to the clouds as they disappear. *When somebody goes out to a cloud, make sure they stay there. Use projectiles, or air attacks. KIRBY'S DREAMLAND ----------------- START: 2P left, 3P up, 1P down, 4P right *Kirby/Pikachu can make it under the platform and back if timed correctly. *Not much to say, but try not to go against the wind. *This is a great level for guarding the edges. THE GREAT FOX ------------- START: 1P, 2P, 3P, 4P *The bottom part of the ship is great for hitting your opponent off of. *If you stand on an Arwing too long, and it goes off the screen, you will die. *Get somebody with the hammer into the place at the right of the ship. they won't be able to get back up! *A big level, focus on kills from the top or bottom instead of the sides. *You CANNOT stand on the guns under the left of the ship. SAFFRON CITY ------------ START: 4P, 3P, 2P, 1P *Hey, that sign in the background says, "Gotta catch 'em all!" *If you can get somebody in the narrow holes, they can die real easy. If Ness gets in one of these, it's a sure death. *Try hitting the Pokemon in Saffron City REALLY HARD. They go flying! *If somebody goes into the Pokemon garage, the Pokemon will come out. Throw people in there. *Chansey will heal you for about 10% if you touch it when it comes out. SUPER MARIO BROS. ----------------- -How to get this stage: Beat the game with the 8 original characters. On any difficulty and stock. START: 1P left up, 3P left down, 4P right up, 2P right down |
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