All The Tips in Smash 4 Wii U

The Hammer’s Origins The Hammer item comes from the original Donkey Kong arcade game. Even the music that plays when you grab it is a perfect match!
Mario’s Ex-Girlfriend(?) The woman kidnapped by DK in the original Donkey Kong was Mario’s first love, Pauline. Originally, she was just called “Lady.” We’ve come a long way.
Villager: Up Special The Villager’s up special Balloon Trip is named after a mode from the NES game Balloon Fight.
Mario’s Origins Mario made his debut in the arcade game Donkey Kong. He wore a blue shirt and red overalls the opposite of his current outfit.
Battlefield The Battlefield platform layout has been around since Dream Land in the original Super Smash Bros. It was first named Battlefield in Melee.
Mega Man Series Since its debut in 1987, the Mega Man series as a whole has sold more than 30 million copies worldwide.
Duck Hunt’s Sales The game Duck Hunt sold over 28 million copies worldwide. A big contribution to this was its inclusion as a pack-in title with the NES console.
A Trick with the Golden Hammer While holding the Golden Hammer, you can tap the jump button quickly to float through the air. This worked in the original Wrecking Crew too!
The Golden Hammer’s Origins The Golden Hammer item is from Wrecking Crew on the NES, as is the stand it appears on. Even its music is taken straight from the original game!
Kirby’s Copy Abilities Kirby hasn’t always been able to copy the abilities of the enemies he inhaled. That power debuted in his second title, Kirby’s Adventure.
Rotation and Scaling As a launch title for the SNES, F-Zero showcased that console’s ability to dynamically scale and rotate graphics on-screen.
Captain Falcon’s Machine The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash!
Port Town Aero Dive The stage Port Town Aero Dive is based on a track from F-Zero GX. It’s 54,757 feet long, and at its peak you can get a great view of Port Town from above.
Beginners and Experts Alike The original Kirby game, Kirby’s Dream Land, was designed to be easy for beginners to play, but finishing it unlocks a more challenging mode.
Multiplayer Kirby Kirby Super Star on the SNES was the first Kirby game where two players could team up.
The King of Side Scrollers The original Super Mario Bros. is a true classic. It’s been released on at least 12 systems and sold more than 300 million copies worldwide!
Mario’s Loyal Ally Yoshi made his debut in Super Mario World, where he was trapped inside an egg by Bowser and freed by Mario.
Poison Mushroom The sneaky Poison Mushroom, which hurts Mario instead of helping him, made its first appearance in Super Mario Bros.: The Lost Levels.
Luigi’s Air Superiority The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi’s ability to jump higher than Mario!
Nurse Peach When Mario took up a new career as Dr. Mario,Peach joined him as a nurse. But she didn’t get to appear in the game itself only in the manual!
Types of Viruses In Dr. Mario on the NES, the three different types of virus were red, blue, and yellow. On the Game Boy, they were white, black, and gray.
Items Can Turn the Tide The very first Mario Kart game, Super Mario Kart, introduced the idea of using items to get ahead. And that’s still the core of the series today!
No Goombas? Super Mario World doesn’t feature any normal Goombas. The ones that do appear are actually a different species, now known as Galoombas.
Homesickness In EarthBound, Ness occasionally gets homesick, which weakens him in battle. This can be cured by his going home or by just phoning his mom!
Ness’s Little Sister Ness has a little sister named Tracy. She works part-time at Escargo Express, answering Ness’s calls when he needs to have items delivered.
Wii Fit Trainer’s Origins Wii Fit Trainer debuted in 2008 in the title Wii Fit. Players could choose a male or female trainer to guide them through their fitness routines.
Villager’s Origins The Villager debuted in 2002 in Animal Crossing, a game in which players could enjoy a peaceful village life with a variety of animal neighbors.
A Familiar Face In Punch-Out!!, released on the NES in 1987, the referee was none other than Mario! His outfit was a bit different, but he still wore his trademark cap.
Mega Man: The Mega Buster Mega Man’s standard attack, strong side attack, and standard air attack all fire the Mega Buster his main weapon ever since his first game.
Mega Man: Strong Up Attack Mega Man’s strong up attack is Mega Upper, a move he uses in the arcade game Mega Man 2: The Power Fighters.
Mega Man: Strong Down Attack Mega Man’s strong down attack is simply called Sliding. It’s based on the nonoffensive technique he’s been able to use since Mega Man 3.
Mega Man: Dash Attack Mega Man’s dash attack is a whirlwind of pain called Top Spin. It was originally a special weapon he acquired from Top Man, a boss in Mega Man 3.
Mega Man: Side Smash Attack Mega Man’s side smash is the Charge Shot, an attack he gained in Mega Man 4 that lets his Mega Buster build up energy before firing.
Mega Man: Up Smash Attack Mega Man’s up smash is the electrifying Spark Shock. He originally obtained this special weapon by defeating Spark Man, a boss in Mega Man 3.
Mega Man: Down Smash Attack Mega Man’s down smash is Flame Blast, which creates twin pillars of fire from his hands. He got this special weapon from Flame Man in Mega Man 6.
Mega Man: Front Air Attack Mega Man’s front air attack is a decisive strike with his Flame Sword. He obtained this special weapon by defeating Sword Man in Mega Man 8.
Mega Man: Back Air Attack Mega Man’s back air attack is the multihitting Slash Claw. He obtained this special weapon by beating the boss Slash Man in Mega Man 7.
Mega Man: Up Air Attack Mega Man’s up air attack is Air Shooter, which fires a tornado upward. He obtained this special weapon by defeating Air Man in Mega Man 2.
Mega Man: Down Air Attack Mega Man’s down air attack is Hard Knuckle, which fires his fist downward like a rocket. It was the special weapon of Hard Man in Mega Man 3.
Mega Man: Standard Special Mega Man’s standard special Metal Blade can throw circular saws in any of eight directions. It was the special weapon of Metal Man in Mega Man 2.
Mega Man: Side Special Mega Man’s side special Crash Bomber fires an explosive that sticks to walls and fighters. It was originally Crash Man’s special weapon in Mega Man 2.
Mega Man: Up Special Mega Man’s up special Rush Coil lets him leap to great heights with a little help from Rush, his robot-dog partner. Rush debuted in Mega Man 3.
Mega Man: Down Special Mega Man’s down special is Leaf Shield, a rotating barrier of leaves. It was originally the special weapon of Wood Man, a boss in Mega Man 2.
Mega Man: Grab Attack Mega Man’s grab is the Super Arm, a special weapon that lifts the heaviest of foes with ease. He got it from Guts Man in the very first Mega Man game.
Mega Man: Standard Special 2 Mega Man’s second standard special is Hyper Bomb, which throws a large bomb. It was Bomb Man’s special weapon in the first Mega Man game.
Mega Man: Side Special 2 Mega Man’s second side special is Ice Slasher, an icy shot that penetrates foes. It was the special weapon of Ice Man in the first Mega Man game.
Mega Man: Up Special 2 Mega Man’s second up special is Tornado Hold, which uses a fan to lift him into the air. He got it by defeating the boss Tengu Man in Mega Man 8.
Pit and the Hammer When Pit grabs a Hammer, he swings it from the wrist, with only two frames of movement just like how he used the mallets in the original Kid Icarus!
Ness’s Psychic Powers Ness always had a variety of psychic powers, but he couldn’t actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though.
Robin: Nosferatu In Fire Emblem Awakening, Robin wasn’t able to use Nosferatu in his or her base class of Tactician only by reclassing into a Dark Mage.
Three Classic Items The three power-ups from Super Mario Bros. on the NES the Super Mushroom, Fire Flower, and Super Star can all be used in this game too!
Infinite 1-Ups A trick in the original Super Mario Bros. lets you get infinite 1-Ups by jumping on foes repeatedly. Sadly, that won’t get you anything in this game.
Mii Fighter’s Origins Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Samus’s Origins Samus Aran made her debut in the 1987 NES title Metroid. It is a science-fiction action-adventure game with a focus on exploration.
Kirby’s Origins Kirby made his debut in 1992 in Kirby’s Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede.
Fox’s Origins Fox made his debut in 1993, in the SNES game Star Fox. In his fighter craft, the Arwing, he fought to take down the evil scientist Andross.
Luigi’s Origins Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls.
Captain Falcon’s Origins Captain Falcon’s first appearance was in the 1991 SNES launch title F-Zero. You couldn’t see him in the game itself, but he was in the manual.
King of the Koopas Mario’s eternal rival, Bowser, debuted in Super Mario Bros. He appeared as the boss of every world, but they were all fake except for in World 8.
Princess of the Mushroom Kingdom Peach first appeared in Super Mario Bros., where she was known as Princess Toadstool. This was also the first of her many run-ins with Bowser…
Marth’s Origins Marth debuted in the first Fire Emblem game in 1990, but that game wasn’t released in North America until the Nintendo DS remake in 2009.
Mr. Game & Watch’s Origins Mr. Game & Watch first appeared in the early ’80s in the Game & Watch handheld game series predating even the NES and Game Boy!
Falco’s Origins Falco debuted alongside Fox in the 1993 SNES title Star Fox. He may be hotheaded and a little cocky, but his skills are the real deal.
Wario’s Origins Wario made his debut in 1992 as the villain of Super Mario Land 2: 6 Golden Coins, where he stole a castle from Mario.
Meta Knight’s Origins Meta Knight debuted in Kirby’s Adventure on the NES as a mysterious figure who stood in Kirby’s way as a boss but also sometimes helped him.
Pit’s Origins Pit’s debut was in Kid Icarus, released in North America in 1987. His goal was to collect the Three Sacred Treasures and defeat the evil Medusa.
Zero Suit Samus’s Origins Samus first donned her blue Zero Suit in the 2004 title Metroid: Zero Mission.
Olimar’s Origins Olimar made his first appearance in the original Pikmin, released in 2001. He’s a hardworking space pilot for Hocotate Freight.
Alph’s Origins Alph first appeared in the 2013 title Pikmin 3. He’s a cheerful and optimistic engineer who loves his job.
Diddy Kong’s Origins The small and agile Diddy Kong first appeared in the SNES title Donkey Kong Country in 1994, where he was a valuable partner to DK.
King Dedede’s Origins King Dedede debuted alongside Kirby in the 1992 title Kirby’s Dream Land. He’s a big eater who wants all the food in Dream Land for himself!
Ike’s Origins Ike debuted in Fire Emblem: Path of Radiance, a 2005 title for the GameCube. He’s a strong fighter who wields a two-handed sword with ease.
R.O.B.’s Origins R.O.B. made his debut in 1985 as a peripheral for the NES. The ability to move a real robot using in-game actions made a splash with media and gamers alike.
Dr. Mario’s Origins Dr. Mario made his debut in 1990 in the puzzle game of the same name. He was developing vitamins to combat some nasty viruses.
Rosalina & Luma’s Origins Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas her companions.
Palutena’s Origins Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title!
Robin’s Origins Robin debuted in Fire Emblem Awakening, a 2013 release in North America. As the customizable avatar of the player, he or she fought alongside Chrom.
Bowser Jr.’s Origins Bowser Jr. first appeared in the 2002 title Super Mario Sunshine. He’s a bit of a brat, but he does have a lot of love for his daddy.
Larry’s Origins Larry Koopa’s debut was in Super Mario Bros. 3, released in North America in 1990. He’s the youngest of the Koopalings.
Roy’s Origins Roy Koopa’s debut was in Super Mario Bros. 3, released in North America in 1990. If you see a big Koopaling wearing pink shades, that’s him.
Lemmy’s Origins Lemmy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. He’s the smallest and quickest of the Koopalings.
Ludwig’s Origins Ludwig von Koopa first appeared in Super Mario Bros. 3, released in North America in 1990. You could call him the brains of the Koopalings.
Mega Man’s Origins Mega Man made his 1987 debut in the NES game of the same name, in which the weapons acquired from defeating each boss were the key to victory.
Link’s Items Link first appeared in The Legend of Zelda on the NES. Even back then, he had a wide inventory of items, including the Bow, Boomerang, and Bombs.
A Bowser Impostor?! In Super Mario Bros.: The Lost Levels, Mario fights a blue fake Bowser before the real thing. That blue fake is his eighth color in this game!
Stage: Gamer 9-Volt’s mother, who appears in the Gamer stage, is named 5-Volt. Just like in Game & Wario, you have to make sure she doesn’t catch you playing.
The Fearsome Reaper The Reaper that appears in Smash Tour debuted in Kid Icarus on the NES. This enemy tends to appear with its Reapette minions in tow.
Multiple Endings In the original Metroid, the ending would change slightly depending on your clear time. The better endings revealed the secret of Samus’s identity!
A Parental Bond? The baby Metroid that appeared in Super Metroid imprinted on Samus before being left in the care of the Galactic Space Academy.
Yoshi’s Puzzle Games Yoshi had a puzzle game named after him with the NES title Yoshi. He later appeared in Yoshi’s Cookie and Tetris Attack, both for the SNES.
Link’s Air Attacks Link’s down and up air attacks, Downward Thrust and Jump Thrust, are from Zelda II – The Adventure of Link. In that game, they’re learned from town swordsmen.
Who Is the Hero? Despite being the hero, Link’s name only appears in the title of five games. Can you name them? One might be trickier to remember than the others!
Donkey Kong’s Origins Donkey Kong, the arcade classic, was released in 1981. In that game, Mario’s girlfriend was kidnapped and Donkey Kong tried to stop Mario from rescuing her.
Pikachu’s Origins Pikachu debuted in Pokémon Red and Blue for Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.
Ness’s Origins Ness first appeared in the 1995 SNES title EarthBound. He might look like your average kid, but he can use a variety of psychic powers. He’s also got a younger sister.
Zelda’s Origins Zelda first appeared in the 1987 NES title The Legend of Zelda. In that title, the evil Ganon kidnaps her and steals the Triforce of Power.
Sheik’s Origins Sheik first appeared in the 1998 N64 title The Legend of Zelda: Ocarina of Time. Her true identity is Ze I won’t spoil it for you.
Ganon, King of Darkness Ganon appears as the final boss in The Legend of Zelda. In that title, he looks more beast than human, making him a sharp contrast to Ganondorf.
Zero Suit Samus’s 7th Color Zero Suit Samus’s seventh color variation is a unique orange outfit. This outfit first appeared in certain endings of Metroid: Zero Mission.
Lucario’s Origins Lucario first appeared in Pokémon Diamond and Pearl. Lucario has the power to detect its opponent’s thoughts and actions by reading their Aura.
Toon Link’s Origins Toon Link debuted in the 2003 GameCube title The Legend of Zelda: The Wind Waker. The cel-shaded art style cast Link in a whole new light.
Charizard’s Origins Charizard made its debut in North America in the 1998 games Pokémon Red and Pokémon Blue. It was even featured on the cover of Pokémon Red.
Sonic’s Origins Sonic’s first appearance was a cameo in the 1991 arcade racing game Rad Mobile. You can see him dangling near the top of the windshield.
Jigglypuff’s Origins Jigglypuff has been singing its opponents to sleep in North America since its debut in the 1998 Game Boy games Pokémon Red and Blue.
Lucina’s Origins Lucina made her debut with the 2013 release of Fire Emblem Awakening. At first, she went by Marth, but she later revealed her true identity.
Dark Pit’s Origins Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality.
Little Mac’s Origins Even though Punch-Out!! was released in 1984, Little Mac didn’t receive his name until the 1987 NES release.
Duck Hunt’s Origins Duck Hunt was released in 1985 for the NES, but did you know Nintendo released another toy in Japan with the same title in the ’70s?
Morton’s Origins Morton Koopa Jr.’s debut was in Super Mario Bros. 3, released in North America in 1990. As the largest of the Koopalings, he’s proudly more brawn than brains.
Wendy’s Origins The stylish Wendy O. Koopa made her debut in North America with the 1990 release of Super Mario Bros. 3. She’s the only female Koopaling.
Iggy’s Origins Trickster Iggy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. Fun fact: He’s the only nearsighted Koopaling!
Shulk’s Origins Shulk made his debut in North America with the 2012 release of Xenoblade Chronicles. A budding scientist, this young man has a kind and curious heart.
Summertime Shulk Shulk’s eighth color variation puts him in a pair of swimming trunks! In the original game, this is how he appeared with all his equipment removed.
Greninja’s Origins Greninja, the final form of Froakie, made its debut in 2013’s Pokémon X and Pokémon Y. What looks like a scarf is actually its tongue!
PAC-MAN’s Origins PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the “Most Successful Coin-Operated Arcade Game.”
Mega Man: Down Special 2 Mega Man’s second down special, Skull Barrier, protects him with rotating skulls. It’s the special weapon of Mega Man 4 boss Skull Man.
Mega Man: Standard Special 3 Mega Man’s third standard special is the boomerang-like Shadow Blade. It’s the special weapon of Mega Man 3 boss Shadow Man.
Mega Man: Side Special 3 Mega Man’s third side special, Danger Wrap, is the special weapon of Mega Man 7 boss Burst Man. It fires bombs encased in bubbles.
Mega Man: Up Special 3 Mega Man’s third up special calls the support robot Beat to carry him into the air. Beat first appeared in Mega Man 5.
Mega Man: Down Special 3 Mega Man’s third down special is Plant Barrier, which summons rotating petals for protection. It was the weapon of Plant Man in Mega Man 6.
A Classic Runway The runway that the plane takes off from at the beginning of the Pilotwings stage is a faithful reproduction of the one in the SNES game!
An Exclusive Release In Japan, the Famicom version of Punch-Out!! was initially distributed as a prize in a tournament. It wasn’t released to the public until later on.
Cutscene Easter Egg* In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of…leg?!
Mario: F.L.U.D.D. A blast of water is an effective way to disrupt your opponents. It doesn’t hurt, but it can slide them around.
Wario: Chomp Can be used to bite opponents or eat items. If he eats food, it’ll restore more health than usual!
Marth: Shield Breaker This move leaves you wide open, but if you charge it to maximum, it can break an enemy’s shield in a single hit.
Villager: Timber The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing.
Link: Bomb Your bombs are special ones the explosion from hitting an enemy won’t hurt you.
Kirby: Stone While falling, you can cancel the attack by entering the move a second time. It’s a perfect way to trick other players!
Captain Falcon: Falcon Punch After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.
Wii Fit Trainer: Header Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground.
Wii Fit Trainer: Sun Salutation Fully charge the attack before striking to recover a bit of health. Talk about flexible!
Peach: Side Smash Attack Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order!
Sonic: Spring Jump Use this in midair to drop a spring on someone below. Give yourself a boost while disrupting your rivals!
Luigi: Green Missile This move can end with Luigi’s head stuck in a wall. That leaves him vulnerable, so be careful!
Samus: Charge Shot This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne.
Kirby: Taunt Taunt to discard your current Copy Ability. Find the most opportune moment to change your ability!
Link: Hylian Shield Link’s Hylian Shield can block projectiles, but it won’t block anything while you’re attacking.
Mr. Game & Watch: Judge This move’s power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power!
Wario: Wario Bike Wario’s motorcycle can break into parts. Throw them at others, or eat them to fill Wario’s…gas tank.
Luigi: Green Missile This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
Luigi: Green Missile If you charge this for too long, he’ll get worn out and give up. Let him catch his breath, and then try again.
Kirby: Stone Kirby’s form is different each time he uses this, but the move’s effect is the same.
Kirby: Hammer Flip If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.
Olimar: Pikmin Pluck Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.
Olimar: Pikmin Order This move will change the order of your Pikmin. Use it to plan your attack strategy.
Olimar: Winged Pikmin Two Winged Pikmin carry Olimar. The more Pikmin he has, the harder it is to pull him up.
Link: Side Smash Attack Press the button again to attack a second time. The second attack has more launching power.
Peach: Gliding Holding the jump button will let Peach hover in the air for a short time. She can even attack as she floats!
Peach: Peach Parasol Press up and down to open and close your parasol and adjust your fall speed.
Bowser: Tough Guy Bowser’s a real tough guy. When he’s only lightly damaged, weaker attacks won’t make him flinch.
Mr. Game & Watch: Oil Panic This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe.
Fox: Reflector This move can reflect projectiles, and it also damages nearby opponents when activated.
Falco: Blaster Unlike Fox’s Blaster, Falco’s Blaster can make opponents flinch. It fires faster when airborne.
King Dedede: Inhale Dedede is already perfect, so his Inhale won’t copy abilities. Instead, it has a longer range than Kirby’s.
Charizard: Rock Smash The rock shards will fly in random directions. Get close to your target to maximize damage.
Villager: Down Air Attack One to three turnips will appear. More turnips means more damage. Three has a meteor effect.
Wario: Chomp Eating items will make Wario more gassy. The gassier he is, the stronger his down special will be.
Falco: Falco Phantasm Falco Phantasm can send an airborne enemy straight down use it to dunk them into the abyss!
Wii Fit Trainer: Deep Breathing Deep Breathing can reduce stress. Oh, and it also increases your attack and launch power and heals a small amount of damage.
Wii Fit Trainer: Standard Attack If you land three standard attacks in a row, you’ll bury your opponents in the ground for a time.
Greninja: Hydro Pump Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst.
Marth: Counter The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
Jigglypuff: Shield If its shield is shattered, Jigglypuff will get launched and KO’d no matter its damage.
Ness: Side Smash Attack Ness’s bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!
Zelda: Din’s Fire This explodes when you release the button. Hold it longer to get more range and a stronger explosion.
Zelda: Phantom Slash Charge this attack to make the Phantom travel farther. It’ll attack differently based on the distance traveled.
Zero Suit Samus: Flip Jump Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
Meta Knight: Flurry Attack Press the attack button to unleash a flurry of strikes. Meta Knight doesn’t do “standard attacks.”
King Dedede: Strong Down Attack He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack.
Charizard: Rock Smash Right before smashing a rock, Charizard gets super armor, meaning it won’t even flinch if it’s attacked!
Wii Fit Trainer: Up Smash Attack You’re invincible for a moment just before unleashing this. Try using it to launch foes attacking from above.
Villager: Balloon Trip Your balloons can be popped if hit. If you lose one, you’ll lose lift. If you lose both, down you go!
Greninja: Hydro Pump The water flow doesn’t just cause damage it can also push your foes if you hit them just right.
Villager: Lloid Rocket Hold the button when using this move to ride on the Lloid Rocket.
Little Mac: Jolt Haymaker You get a window of invincibility if you start this move on the ground, but not in the air. So be careful!
R.O.B.: Robo Beam After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level.
Samus: Missile Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile!
Pikachu: Thunder The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo.
Ness: PSI Magnet This move absorbs energy-based projectiles and heals Ness as a result.
Peach: Side Smash Attack The tennis racket launches farthest, the golf club has the best reach, and the frying pan hurts the most.
Peach: Low Gliding Hold jump while crouching to float just above the ground. You can use air attacks quickly that way!
Rosalina: Controlling Luma Luma can attack even if Rosalina is stunned or sleeping. This can save you in a pinch.
Donkey Kong: Headbutt Use this move to bury your opponents if they’re on the ground or meteor-smash them in midair.
Mario: Front Air Attack It’s a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.
Mr. Game & Watch: Chef Food jumps out of Mr. Game & Watch’s frying pan in all directions. Use this to protect yourself.
Diddy Kong: Peanut Popgun Overcharging the Peanut Popgun makes it backfire, but it’ll do a ton of damage to foes that it hits!
Mr. Game & Watch: Oil Panic This will only absorb energy-based projectiles. It won’t affect physical ones, like Link’s arrows.
Olimar: Pikmin Order Olimar’s whistle calls back his scattered Pikmin. Even the ones that are goofing off.
Donkey Kong: Hand Slap DK’s Hand Slap affects a large area around him. However, it won’t hit airborne fighters.
Meta Knight: Strong Side Attack The third strike of Meta Knight’s strong side attack is powerful enough to launch opponents.
Jigglypuff: Rest Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.
Mega Man: Leaf Shield If you grab someone while the Leaf Shield’s up, you can do a combo attack: a throw plus the damage from the leaves.
Zero Suit Samus: Paralyzer Attack with this to paralyze foes for just a moment. When they can’t move, that’s your chance to strike!
Meta Knight: Drill Rush While Meta Knight’s rushing through the air like a drill, you can adjust his direction.
Meta Knight: Mach Tornado The tornado created around Meta Knight can destroy any weak projectiles it hits.
R.O.B.: Arm Rotor The spinning arms can deflect enemy projectiles. Also, press the button repeatedly for a slightly longer attack!
R.O.B.: Robo Beam The beam can be angled up or down. Also, if it hits the ground, it’ll reflect and change direction.
Ness: PK Fire If this attack connects, a big pillar of fire appears. “I feel the burn!” your foes will yell.
Ness: PK Thunder You can guide the bolt of lightning around and hit yourself for propulsion but this leaves you defenseless, so be careful!
Ness: Up Smash Attack Ness’s yo-yo flies forward and then swings up and around to the back for a wide-ranging, heavy-hitting attack.
Sonic: Spin Charge If you jump while spinning forward, you’ll keep spinning in the air. You can hit opponents like that or use other attacks.
Charizard: Flare Blitz This move engulfs Charizard in flames. It’s extremely powerful, but it hurts Charizard too.
Ike: Standard Attack There are three levels of attack: a punch, a kick, and a sword swing. All pretty handy, since they’re quicker than Ike’s other moves!
Pit: Palutena Bow Press up before firing to aim the arrow that way. Also, you can guide the arrow while it’s in the air.
Pit: Upperdash Arm A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool!
Pit: Guardian Orbitars These handy items will block enemy attacks as well as reflect projectiles. They’ll even push back foes who touch them!
Mega Man: Crash Bomber This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to other fighters by bumping into them.
Link: Dash Attack Link’s dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
Bowser: Whirling Fortress Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.
Ike: Aether Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
Kirby: Jump Kirby’s light body lets him jump six times more than most other fighters. If Kirby gets launched but not KO’d, you can almost bet he’s coming back!
Bowser: Bowser Bomb Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
Meta Knight: Dimensional Cape Meta Knight wraps himself in his cape and disappears. If you keep holding the button, he’ll strike when he’s back!
R.O.B.: Back Air Attack When R.O.B. fires the burner on his base, the force of the attack will move him forward a bit.
Fox: Blaster The blaster fires quickly, and its shots go a long way, but enemies won’t flinch when they’re hit, so use this at a safe distance.
Rosalina & Luma: Star Bits Luma fires Star Bits that can scatter in three directions: high, middle, and low.
Marth: Dancing Blade Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike!
Marth: Dancing Blade Marth’s sword leaves a trail as he swings it, and the color reflects the attack’s height. Blue is high, red is middle, and green is low.
Charizard: Flare Blitz There’s a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too!
Zelda: Farore’s Wind Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to.
Marth: Dancing Blade Press down on the fourth swing to finish your combo with a powerful blow to your opponent’s feet!
Marth: Dancing Blade Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs!
Shulk: Monado Arts Shulk switches between five modes Jump, Speed, Shield, Buster, and Smash that change his abilities for a short time.
Diddy Kong: Monkey Flip If you grab foes in the air, you’ll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack.
Diddy Kong: Banana Peel You can’t whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice.
Olimar: Pikmin Pluck You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile.
Mega Man: Up Air Attack Mega Man can launch a little tornado upward. If opponents get caught in this minigale, they’ll be carried up into the air!
Wario: Taunt Leave it to Wario to taunt while riding a motorcycle. Don’t try this at home! Or anywhere else! Not safe!
Diddy Kong: Rocketbarrel Boost You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!
Mega Man: Side Smash Attack Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it!
Mii Brawler: Head-On Assault This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it.
Mii Swordfighter: Blurring Blade A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance!
Mii Brawler: Piston Punch This series of upward punches isn’t so great for recovering. However, it’s a powerful move to use against opponents.
Mii Brawler: Headache Maker After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect.
Mii Gunner: Charge Blast This move is super powerful when fully charged. If you use it in midair, it’ll fire without charging at all.
Mii Gunner: Flame Pillar If you make a pillar of fire on the ground, it’ll deliver a single hit to those who come close, pushing them back.
Captain Falcon: Front Air Attack There’s a violent knee jab at the start of this move. Connect with that for some serious launching power.
Lucario: Extreme Speed This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.
Lucario: Force Palm Force Palm deals more damage and has a greater range if Lucario’s Aura is stronger.
Wario: Chomp Wario’s hunger knows no bounds, but eating explosives will cause him a bit of damage. The blast will hurt those around him too!
PAC-MAN: Bonus Fruit Cherries fly in a low arc. After hitting the floor, they’ll bounce only once.
PAC-MAN: Bonus Fruit Oranges don’t deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
PAC-MAN: Bonus Fruit Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.
Donkey Kong: Spinning Kong This move doesn’t offer a lot of lift, but it can carry Donkey Kong a fair distance left or right.
Olimar: Lead Pikmin Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it.
Luigi: Down Taunt If your foe’s clinging to an edge for dear life, try using Luigi’s down taunt. That meteor smash will be VERY satisfying!
Marth: Dancing Blade Hold toward the foe you’re attacking on the fourth swing for an attack that launches foes much farther than the up or down versions.
Link: Hylian Shield Link’s Hylian Shield blocks all projectiles, no matter how powerful. Link won’t take any damage at all.
Donkey Kong: Forward Throw Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.
Diddy Kong: Peanut Popgun While charging, watch for when Diddy grabs his hat! That’s the sign that the Peanut Popgun’s about to backfire.
Diddy Kong: Banana Peel In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip!
Olimar: Pikmin’s Stamina When separated from Olimar, Pikmin are very vulnerable to enemy attacks.
King Dedede: Super Dedede Jump After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up.
Mii Swordfighter: Airborne Assault The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump upward.
Mii Gunner: Lunar Launch The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!
PAC-MAN: Bonus Fruit PAC-MAN’s strawberry flies a little farther than other fruit and bounces twice when it lands.
PAC-MAN: Bonus Fruit PAC-MAN’s melon moves slowly through the air, making it difficult to hit opponents. But when it does hit home, it deals big damage.
PAC-MAN: Fire Hydrant PAC-MAN places a fire hydrant on the ground. The water that it spurts will push fighters back.
PAC-MAN: Fire Hydrant If you use this attack in the air, the falling hydrant itself becomes a form of attack. Try dropping it on an opponent trying to return to the stage!
Duck Hunt: Duck Jump The duck grabs the dog and carries him through the air. Once started, this move can’t be stopped.
Bowser Jr.: Abandon Ship Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct.
Bowser Jr.: Clown Kart Dash The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
Bowser Jr.: Mechakoopa The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It’ll explode if you just leave it alone for a while too.
King Dedede: Jet Hammer It’s possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too!
Mii Swordfighter: Reversal Slash A gust of wind from the Mii character’s sword sends projectiles back the way they came. It can also flip opponents around if they get too close.
Yoshi: Egg Roll You can start this move in the air, but you won’t deal any damage until you hit the ground.
Little Mac: Side Smash Attack If you press up when performing Little Mac’s side smash, it will change into an uppercut that sends enemies flying upward.
Ganondorf: Wizard’s Foot Used on the ground, this move is a horizontal flying kick. In the air, it goes downward instead and has a meteor effect at the very start.
Zero Suit Samus: Down Air Attack This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
Villager: Lloid Rocket The Lloid Rocket is more powerful when you’re riding it, but you can bail at any time just by pressing the button.
Meta Knight: Shuttle Loop Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes.
Charizard: Strong Up Attack Charizard’s wings won’t take damage, making this attack good for overpowering foes who are attacking from above.
Ganondorf: Strong Down Attack A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf’s faster attacks.
Shulk: Back Slash Shulk leaps forward and performs a vertical slice downward. As the name implies, it deals more damage if you hit the enemy from behind.
Diddy Kong: Rocketbarrel Boost If someone attacks Diddy Kong when he’s wearing his Rocketbarrel Pack, it’ll break free and fly off on its own.
Mii Brawler: Up Smash Attack An upward-kicking backflip. Your legs are invulnerable while you perform it, so it’s perfect for countering enemy attacks from above.
Mii Brawler: Feint Jump A long leap forward while turning upside down. If you hit the attack button on the way down, you’ll perform a jump kick.
Mii Brawler: Helicopter Kick When performing this move, pressing left or right will let you change the direction of the kick.
Wii Fit Trainer: Deep Breathing If you press the button again just as the outer circle meets the red inner circle, you’ll boost your attack and launching power for a while.
Ike: Aether During the downward strike, this attack has a meteor effect. You’ll fall straight down until you hit solid ground, so make sure you aim well!
Ike: Eruption A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground.
Kirby: Inhale If you press the attack button after sucking enemies in, you’ll spit them back out. Use enemies to attack other enemies!
Kirby: Final Cutter Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents.
Ganondorf: Flame Choke After being grabbed by this move, it’s possible to recover just before being slammed to the ground.
Captain Falcon: Falcon Dive A leaping grab that sends the opponent flying with explosive force. If it connects, you’re free to use the same attack again without landing.
Bowser Jr.: Clown Cannon This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be.
Greninja: Substitute This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack!
Samus: Bomb Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
Shulk: Monado Arts In Speed mode, you’ll sacrifice damage and jump height in order to move faster.
Shulk: Monado Arts In Shield mode, the power of your shield is boosted but you can’t move as fast, jump as high, or deal as much damage.
Shulk: Monado Arts In Buster mode, you deal more damage than usual, but you can’t launch opponents as far and you’ll receive more damage.
Shulk: Monado Arts In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself.
Zelda: Nayru’s Love This move summons a magical barrier that reflects enemy projectiles. It’s not just for defense, either it also deals direct damage!
Zero Suit Samus: Plasma Whip This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away.
Zero Suit Samus: Down Smash Attack This attack fires Zero Suit Samus’s Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack!
Sonic: Spin Charge If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger.
Diddy Kong: Monkey Flip While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power.
Diddy Kong: Monkey Flip After grabbing on to opponents with this move, press the attack button to launch them sideways or press up to jump off their head!
King Dedede: Gordo Throw Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces.
King Dedede: Inhale After inhaling opponents, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other!
PAC-MAN: Pac-Jump This move sets up a trampoline for PAC-MAN to jump on. If you jump on it repeatedly, you’ll go higher with each bounce!
PAC-MAN: Bonus Fruit PAC-MAN’s apple bounces repeatedly across the ground. It travels quite a distance!
Palutena: Warp Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press.
Palutena: Rocket Jump Palutena propels herself with an explosion at her feet, damaging enemies nearby. It’s a little more powerful on the ground than in the air.
Palutena: Lightweight This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch.
Palutena: Angelic Missile Palutena fires herself forward like a spinning torpedo. This move travels a long way, so be careful not to fire yourself right off a cliff!
Palutena: Celestial Firework There’s a moment of invincibility just after firing the firework. If you use it well, you might be able to nullify an enemy attack and then strike back!
Palutena: Super Speed Palutena charges forward at speed and sends anyone in her way flying. The farther she travels, the more damage she deals on impact.
Palutena: Heavenly Light This move damages anyone who touches the rays of light. It’s not particularly powerful, but it can hit repeatedly.
Palutena: Heavenly Light Palutena’s Heavenly Light doesn’t cause opponents to flinch, but it does gradually push them out of its area of effect.
Palutena: Heavenly Light Palutena’s Heavenly Light covers a wide area. If you hit someone with it while they’re flying off the screen, you can steal the KO for yourself.
Palutena: Reflect Barrier This move creates a barrier that reflects enemy projectiles. It also pushes opponents away, so it can be useful if you want to keep your distance.
Pikachu: Thunder Jolt Pikachu’s Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges.
Olimar: Pikmin Throw Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.
Olimar: Pikmin Throw The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.
Fox: Fox Illusion When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful.
Dark Pit: Electroshock Arm Dark Pit charges forward and launches foes upward at a lower angle than Pit’s Upperdash Arm. This move also deals electrical damage.
Jigglypuff: Sing Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they’ll nap.
Mario: Up Smash Attack A powerful upward headbutt. Mario’s head is invulnerable while performing it. Useful against opponents moving in to attack from above.
Villager: Pocket The Villager uses this move to put items or incoming projectiles into his pocket. Then he can press the button again to take them out.
Villager: Timber A three-stage move: planting a seed, watering it, and then chopping down the tree. Don’t use the first stage in the air it’ll just leave you wide open.
Yoshi: Egg Roll This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it’ll be. Just beware of getting grabbed!
Yoshi: Egg Lay The more damage Yoshi’s foes have accumulated, the longer they’ll be stuck as an egg. They can escape faster by wiggling around.
Yoshi: Egg Throw How hard Yoshi throws the egg depends on how long you hold the button down. Tap for a light throw or hold for a powerful one.
Yoshi: Yoshi Bomb The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
Yoshi: Front Air Attack Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they’ll fly down with a meteor effect.
Charizard: Flamethrower Charizard will keep breathing fire as long as you hold the button down, but it’ll get weaker and weaker as you use it.
Little Mac: Slip Counter Just when you think you’ve got him, Little Mac socks you with a nasty counter. He’s invincible during the attack, so there’s no stopping him!
Little Mac: Rising Uppercut Little Mac zooms upward with a powerful uppercut. He travels farther when used on the ground than when used in the air.
Little Mac: KO Uppercut Little Mac’s KO Meter builds up when he deals or receives damage. Once it’s full, he can use the KO Uppercut to deal some serious hurt!
Link: Hero’s Bow The longer Link charges his bow, the farther the arrows will fly and the more powerful they’ll be. At maximum charge, they’ll fly perfectly straight.
Robin: Thunder Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell will be used.
Robin: Thunder It’s difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used.
Robin: Thunder If you launch this move without charging it up, Robin will cast Thunder. It’s not very powerful, but its fast speed can take foes by surprise.
Robin: Thunder Once the tome starts glowing yellow, you can cast Elthunder. It’s more powerful than Thunder and travels farther, but it’s not quite as fast.
Robin: Thunder When casting Thoron, you can hold down the button to make the beam extend farther.
R.O.B.: Robo Burner The Robo Burner’s fuel slowly replenishes while R.O.B. is on the ground. Be careful if you find yourself in the air a lot it won’t refill there.
Wario: Wario Waft When Wario’s bursting at the seams with gas, he’ll glow. Getting KO’d won’t release any gas, either there’s only one way to let it out…
Mii Brawler: Onslaught A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair!
Mii Brawler: Shot Put Throws a metal ball diagonally upward, just like the real shot-put event. It’s effective at blocking opponents’ attempts at recovery.
Mii Brawler: Soaring Axe Kick A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.
Mii Brawler: Burning Dropkick This move combines a big forward leap with a drop kick. Also it’s on fire. Charge it up for some serious power, distance, and speed.
Mii Swordfighter: Blade Counter This move counters an enemy attack. The attack has slightly greater launching power than a normal attack.
Mii Swordfighter: Chakram Throws a ring-shaped projectile. If it hits the stage, it’ll stick there. You can adjust the angle of the throw by pressing up or down.
Mii Swordfighter: Chakram Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times.
Mii Swordfighter: Gale Strike A large swing of the sword that summons a damaging tornado. The tornado’s path sinks slightly just after it appears.
Mii Swordfighter: Stone Scabbard A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.
Mii Swordfighter: Stone Scabbard At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.
Mii Swordfighter: Hero’s Spin A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery.
Mii Swordfighter: Hero’s Spin When using this move on the ground, you can hold down the button to charge it up. It’s also stronger in general on the ground than in the air.
Mii Swordfighter: Shuriken of Light The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won’t even make them flinch.
Mii Swordfighter: Slash Launcher A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel.
Mii Gunner: Arm Rocket This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff.
Mii Gunner: Absorbing Vortex A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit.
Mii Gunner: Cannon Uppercut Fires a blast downward, using the recoil to power an uppercut. If you’re up close, you can hit your foe with both the uppercut and the blast!
Mii Gunner: Bomb Drop This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover!
Mii Gunner: Grenade Launch These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther.
Mii Gunner: Stealth Burst Fires a stealth explosive forward that detonates when you release the button. Hold the button down to get more distance and power.
Mii Gunner: Gunner Missile Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that flies straight.
Mii Gunner: Laser Blaze This move fires a beam from your arm cannon. It won’t make enemies flinch, but it can be fired repeatedly to build up damage.
Mii Gunner: Echo Reflector This move creates a Reflector that sends projectiles back the way they came. They’ll be stronger than they were before too!
Mr. Game & Watch: Fire A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit.
Kirby: Inhale In addition to enemies, Kirby can inhale some items. You’ll recover a little damage this way, but sucking in explosives will hurt!
Ganondorf: Warlock Punch After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns.
Shulk: Monado Arts Jump mode increases your jumping ability. You’ll be able to move more quickly in the air, but you’ll also take more damage from attacks.
Zero Suit Samus: Flip Jump Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect too.
Duck Hunt: Clay Shooting Press the button once to throw a clay pigeon forward, and then press again to shoot. The third shot will hit, breaking the clay and hurting foes.
Duck Hunt: Trick Shot This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target.
Palutena: Counter This move raises Palutena’s shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
Palutena: Jump Glide After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
Palutena: Celestial Firework This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents.
Palutena: Explosive Flame This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying.
Pit: Power of Flight Pit’s wings glow and then send him flying in the direction you choose. This move travels a long way, making it an excellent recovery move.
Jigglypuff: Rest This move is hard to hit with but can really send opponents flying! You’ll need to get very close or use it right when your opponent tries to attack.
Jigglypuff: Pound A simple punch that travels horizontally. You can use it repeatedly in midair combine it with jumps to stay aloft for a very long time.
Yoshi: Egg Lay This move grabs opponents with Yoshi’s tongue and traps them in an egg. They’ll take less damage while trapped, but you can hit them all you like!
Robin: Thunder A red glow means that Thunder has charged into Arcthunder! A current with very high launching power will appear when this move connects.
Robin: Thunder When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once.
Rosalina: Luma Shot This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther.
R.O.B.: Robo Burner R.O.B. will use his burner to fly up. Don’t jump just press the special-move button repeatedly to save fuel and let yourself fly longer.
Mii Brawler: Ultimate Uppercut This fierce uppercut can be charged. When fully charged, it’s super strong and has an extra-long super-armor effect at the start.
Mii Brawler: Exploding Side Kick Input in the opposite direction right after pressing the button to turn around and deliver this kick the other way! It’ll also deal more damage.
Mii Brawler: Foot Flurry On the ground, this flurry of kicks will move forward, ending with an upward kick. In the air, you’ll hover in place and kick downward.
Mii Swordfighter: Power Thrust This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword’s tip is especially powerful.
Mii Swordfighter: Skyward Slash Dash Slash repeatedly while dashing in the direction you’ve pressed. Use it in the air to ambush opponents waiting below!
Mii Swordfighter: Gale Strike The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage.
Donkey Kong: Giant Punch When this move is fully charged, steam will come out of Donkey Kong’s head. It deals a powerful blow, but your foes will see it coming.
Mario: Cape This move has the effect of turning your opponents around. This can really mess them up if they’re trying to get back onto the stage!
Mario: Cape Use this in midair to slow down Mario’s falling speed for a moment. In particular, the first time you use it, he’ll float up a bit great for dodging!
Luigi: Luigi Cyclone Press the button repeatedly while using this attack to move upward. This effect is stronger in midair, so use it to chase people or for recovery.
Olimar: Red Pikmin Red Pikmin perform attacks that deal 1.2 times the standard damage. They’re also immune to fire attacks, but their throw is weak.
Olimar: Purple Pikmin Attacks performed using Purple Pikmin deal 1.4 times the standard damage and launch foes farther too! They’re lacking in reach and speed, however.
Olimar: Yellow Pikmin Yellow Pikmin attacks have 1.25 times the reach of the other colors, but they do less damage. The Pikmin can’t be killed by electric attacks.
Olimar: Blue Pikmin Throws performed with Blue Pikmin deal 1.6 times the standard damage. The rest of their abilities are average, with no real weaknesses.
Olimar: White Pikmin When attacking a grabbed opponent, White Pikmin deal twice the normal damage. They’re also speedy and can jump very high.
Wii Fit Trainer: Deep Breathing If you use this move repeatedly, it’ll take much longer to charge. It leaves you open to attack, so think carefully about when to use it.
Ness: PK Thunder Ness can hit himself with the ball of electricity to launch himself like a missile. If you’re good with the angle, it can be used for recovery.
Villager: Timber If the felled tree hits an opponent, it deals some serious damage. The pieces of wood that pop out as it falls can be thrown as projectiles, too.
Robin: Regenerating Tomes and Swords If you’ve used up a tome or your Levin Sword, try KO’ing some opponents. That’ll shorten the time you have to wait to use them again.
Robin: Reaching Nosferatu’s Limits Nosferatu is a useful technique that can recover health, but it can only be used four times in a row and takes up to 40 seconds to recharge.
Duck Hunt: Wild Gunman This move summons a pixelated gunman who shoots straight ahead. The gunman selected is random, and each one works a little differently.
Robin: Reaching Arcfire’s Limits Arcfire can be used up to six times in a row. Once it’s used up, it’ll be about 12 seconds before you can use the move again.
Robin: Reaching the Levin Sword’s Limits After eight uses of the Levin Sword, you’ll throw it away and be unable to use it for 10 seconds. It reverts to the Bronze Sword after holding it for 8 seconds.
Robin: Reaching Thunder’s Limits Thunder can be used up to 20 times in a row, but stronger tomes use it up faster. Elthunder counts as 3 uses, Arcthunder as 5, and Thoron as 8.
Robin: Reaching Elwind’s Limits Elwind can be used 18 times, after which you can’t use this move at all for eight seconds. This seriously affects your recovery, so beware!
Lucina: Strong Up Attack Lucina cuts an arc through the air with her sword. This does the most damage at the back, so try using it on foes standing close behind you!
Dr. Mario: Super Sheet This move doesn’t have as much horizontal range as Mario’s Cape, but it has more range vertically, so lure your foes in and then strike!
Toon Link: Midair Hookshot Land with the Hookshot out, and you’ll put it away quickly. It’s handy as a feint use it just before landing, and then surprise ’em with a different attack.
Toon Link: Boomerang The boomerang is able to go through enemies as it returns. It flies to wherever you are, so move up or down after you throw it to hit more opponents!
Toon Link: Hero’s Bow If you don’t charge the attack, the arrow won’t fly very far and will drop toward the ground. Do this close to an edge to attack enemies below!
Toon Link: Hero’s Bow Unlike Link, if Toon Link fires his bow in midair, he puts it away almost immediately when he lands. This makes it easy to use a quick follow-up.
Toon Link: Standard Air Attack Swings his sword in front and behind. The attack doesn’t have much power, but it’s quick enough to use repeatedly in a short time frame.
Toon Link: Midair Hookshot Using the grab button will fire the Hookshot even in midair, but you can’t grab opponents with it. You can, however, use it to attack or grab edges.
Dr. Mario: Dr. Tornado Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover.
Kirby: Lucario Copy Ability Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won’t get any stronger.
Kirby: Rosalina & Luma Copy Ability Kirby gets a Luma of his very own after inhaling Rosalina! It doesn’t stay long enough to team up with him, though it flies forward and then vanishes.
Fox: Reflector Using Reflector in midair slows down Fox’s fall back to the ground. Using this when an enemy is about to attack from below can throw off their timing.
Fox: Front Air Attack Try timing the fifth strike to hit your opponent just before you hit the ground. When your opponent bounces, that’s your chance for a follow-up attack.
Pikachu: Quick Attack Pikachu is vulnerable before landing after using Quick Attack in midair. However, if you direct the attack at the ground, the recovery time shortens a little.
Pikachu: Thunder Hit yourself with Thunder to cause a discharge that damages nearby foes. The lightning bolt can also pass through platforms close to the cloud.
Pikachu: Skull Bash Execute this move like a smash attack, and it’ll start off slightly charged already. This way, fully charging it doesn’t take as long.
Pikachu: Standard Attack Press and hold the button to attack repeatedly. Be careful, though, because Pikachu shifts slightly as it attacks. You’ll eventually end up out of attack range!
Luigi: Fireball Luigi’s green fireballs don’t travel as far as his brother’s, but they don’t lose power the farther they move away from Luigi.
Pikachu: Volt Tackle The smaller of the two lightning balls moves in front of the large one, so watch the small one to make it easier to control and hit other fighters.
Luigi: Super Jump Punch Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.
Luigi: Luigi Cyclone If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack.
Luigi: Standard Air Attack This attack launches opponents almost straight upward. Since you know which way they’re going, it’s easy to move in and attack again.
Luigi: Shield When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times.
Luigi: Up Smash Attack Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy’s kooky like that!
Captain Falcon: Falcon Dive Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. If you were already facing that way, you can even grab opponents.
Captain Falcon: Falcon Kick The attack is at its most powerful right after pressing the button and loses power as it goes. However, it’s a little stronger when used in the air.
Captain Falcon: Raptor Boost Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they’re below Captain Falcon.
Captain Falcon: Strong Up Attack If Falcon’s heel hits an airborne enemy during this attack, it will dunk them. Try using it on an opponent after they’ve pulled themselves up from an edge.
Captain Falcon: Blue Falcon Depending on if he used it in the air or on the ground, Falcon’s pose after striking will change. Of course, he won’t be happy if he didn’t hit anyone…
Ness: PK Flash The power and radius of the charge grow as you hold down the button. It can do up to 37% damage, but it’ll disappear when it touches the ground.
Ness: PK Thunder Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up.
Ness: PK Thunder The lightning won’t disappear if an enemy hits its tail. It’s also invulnerable for a very brief moment after Ness initially fires it.
Ness: Backward Throw Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they’re damaged enough!
Ness: Pursuing off the Stage When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct!
Peach: Peach Parasol Peach can’t grab the ledge if she’s facing away from it and her parasol is open. Tap down to close it, though, and she’ll grab on safely.
Peach: Vegetable Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping in a direction, it can do over 30% damage!
Peach: Vegetable Rarely, Peach will pull up a Bob-omb or Mr. Saturn. How rarely? Well, you have a 1/250 chance of a Bob-omb and a 1/166 chance of a Mr. Saturn!
Bowser: Fire Breath You can change the angle of Bowser’s flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser’s not above dirty tricks.
Bowser: Fire Breath Once Bowser’s used up his fire once, he needs time to recharge. Give him 10 seconds, and he’ll be ready to roast!
Bowser: Whirling Fortress Try using this right after shielding an enemy attack. Cancel the shield and whirl toward the enemy to counterattack!
Bowser: Bowser Bomb You can grab on to an edge while bombing, but only if you’re really close to it. It’s a quick albeit risky way to descend quickly.
Bowser: Bowser Bomb If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick!
Bowser: Flying Slam Bowser’s target has a bit of control over their direction in the air, too. The lower their damage, the more influence they have (but still not much).
Zelda: Farore’s Wind Hold a direction before disappearing to warp that way. Zelda will follow the direction of any platforms she encounters during the warp, as well.
Zelda: Farore’s Wind If you direct the move downward while standing on the ground, you’ll reappear in the same place. It can really throw your opponent for a loop!
Zelda: Phantom Slash If the Phantom takes 13% damage or more, he’ll be destroyed. After that, you’ll have to wait six seconds before summoning him again.
Zelda: Din’s Fire You can adjust the flame’s path while the button is pressed. The flame will explode if it hits the stage, too much time passes, or you let go of the button.
Sheik: Light Arrow The arrow will penetrate enemies and platforms, but it gets weaker with every person it hits. The farther away the foe, the less damage done.
Sheik: Needle Storm You can start charging this attack in the air. The more charged it is, the more needles are fired, but they lose power the farther they get from Sheik.
Sheik: Bouncing Fish Press the button again to make Sheik use the axe kick faster. Use it again right after the first kick hits, and you won’t freeze up when you land.
Sheik: Bouncing Fish Hold left or right to greatly affect the range of the attack. In this way, you can use the attack as a feint or really surprise an opponent!
Sheik: Burst Grenade Hold the special-move button to throw the grenade farther. It doesn’t move much once it lands, but it can travel three times as far in the air.
Sheik: Up Smash Attack On an enemy with low damage, this attack can hit multiple times. On an enemy with high damage, the first hit can launch the enemy pretty far.
Sheik: Strong Side Attack This attack is fast and can lift the enemy up a short distance, making it easier to strike the enemy multiple times in a combo.
Marth: Dancing Blade Use Dancing Blade midjump to make Marth rise slightly in the air. Even during low jumps, you’ll be able to use the attack multiple times with this method.
Mr. Game & Watch: Chef You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly.
Mr. Game & Watch: Fire You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge.
Mr. Game & Watch: Oil Panic Absorbing a particularly powerful energy blast can fill the gauge in one go. However, even the weakest of attacks will always fill it by one segment.
Mr. Game & Watch: Oil Panic You can use this to absorb explosions from Link’s bombs or from Bob-ombs. Don’t try it with the Bob-ombs that fall during Sudden Death, though.
Mr. Game & Watch: Oil Panic The gauge doesn’t reset when Mr. Game & Watch is KO’d. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn!
Ganondorf: Warlock Punch This attack is much more powerful when used in the air. However, you’ll have to use a Bunny Hood or high platforms to find enough time to pull it off.
Ganondorf: Flame Choke An enemy hit by this in the air will be slammed to the ground and can’t recover quickly. It’s also slightly more powerful than when used on the ground.
Ganondorf: Flame Choke You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before your grab.
Ganondorf: Strong Up Attack It’s a slow attack, but it can do more damage than a smash attack. Even if defended against, the attack can break all but a perfect shield.
Falco: Fire Bird Inertia makes this move slower than Fox’s Fire Fox. If you use it while moving horizontally in midair, you’ll slide along in midair for a moment.
Falco: Reflector The energy shield can also knock down enemies, so it can be used to slow an opponent down in addition to reflecting projectiles.
Falco: Low Air Phantasm You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway.
Falco: Standard Air Attack If you land just before the final attack in Falco’s midair combo, you can move straight into a standard combo on the ground.
Falco: Strong Down Attack This move can launch an enemy off the stage with one hit if their damage is high enough. You’re not left vulnerable, so it’s a low-risk way to KO foes.
Wario: Wario Waft Fully charged, it will rocket Wario into the air, launching nearby foes and totally grossing them out. This can be very handy while recovering.
Wario: Wario Bike Press up to do a wheelie and then down to lower the wheel again. Any enemy hit by that front wheel has a good chance of getting launched.
Wario: Dash Attack Even if you don’t land a direct hit with this, just hitting an enemy at the tail end of the attack can send them flying! WAHAHA!
Kirby: Copy Copying Kirby can steal a copy ability from another Kirby who’s already copied someone else’s ability. Confused yet?
Meta Knight: Shuttle Loop This powerful attack is useful for pursuing enemies directly above you. However, you’re vulnerable during the postmove descent.
Meta Knight: Shuttle Loop You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground.
Meta Knight: Dimensional Cape While Meta Knight is invisible, he’ll move in the direction you input. He won’t move if you don’t input a direction, which is useful as a feint.
Meta Knight: Drill Rush If you direct Meta Knight toward the ground, he’ll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you.
Meta Knight: Downward Throw Your enemy will fly diagonally upward after this, so that’s a good time to use a combo. If their damage is low, try a dash attack and then a front air attack.
Pit: Palutena Bow The arrow fires automatically once it’s fully charged, but it won’t fire while Pit’s changing his aim. You can delay firing that way.
Pit: Power of Flight This move travels very far, making it great for recovering. However, what goes up must come down, so use it wisely.
Pit: Guardian Orbitars If the shields take too much damage, they’ll break. When that happens, it’ll be 10 seconds before they can be used again.
Kirby: Inhale When Kirby copies a Mii Fighter, he’ll wear a mask that looks like the Mii Fighter’s face. Only the face itself is taken, though headgear not included.
Zero Suit Samus: Plasma Whip If you try to grab in midair, you’ll attack with the Plasma Whip instead. If the whip reaches an edge, you’ll grab on to it. Handy!
Zero Suit Samus: Gunship Samus jumps into her Gunship and opens fire on her opponents. She’ll jump back out after five blasts or 15 seconds.
Olimar: Pikmin Flowers After being plucked, it takes some time for the flower on a Pikmin’s head to bloom. The flower doesn’t really affect its abilities, though…
Olimar: Pikmin Order If they’re separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order.
Olimar: Down Smash Attack If there are at least two Pikmin with Olimar, they’ll attack on both sides of him. If there’s only one, it’ll attack in front of him.
Olimar: Smash Attack All three of Olimar’s smash attacks count as projectiles, which can be reflected by moves like Reflector.
Olimar: End of Day When Olimar jumps into the S.S. Dolphin, nearby enemies will be buried. If the ship hits anyone while it’s airborne, they’ll be slammed to the ground.
Olimar: End of Day You can adjust the trajectory of the S.S. Dolphin as it comes back down. If you aim it well enough, you can even get it under floating platforms.
Diddy Kong: Peanut Popgun The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch.
Diddy Kong: Rocketbarrel Boost You can also move horizontally. You’ll go right through enemies even if they’re shielding, but if you go over the edge, you’re done for!
Diddy Kong: Rocketbarrel Boost If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies.
Diddy Kong: Banana Peel If you’re holding an item when you throw the peel, you’ll throw both at the same time. However, if it’s a two-handed item, you won’t throw it.
Diddy Kong: Monkey Flip You can use this move again in the air after jumping off the first enemy you attack. Useful for when you’re fighting a lot of enemies…
Diddy Kong: Monkey Flip If you don’t jump when you’re finished attacking, you can use another move immediately. That’s a good time to escape with Rocketbarrel Boost.
King Dedede: Jet Hammer If King Dedede’s damage goes over 100%, he can keep charging this move past maximum without taking damage.
King Dedede: Gordo Throw Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up.
King Dedede: Gordo Throw With the right timing, an opponent can hit a Gordo back at you. You can then hit it back again, quickly turning a fierce battle into a game of Gordo tennis.
Ike: Quick Draw You’ll be left defenseless after using this move in midair, but you’ll be good to go if you use it right before you hit the ground.
Ike: Down Smash Attack The backward strike of Ike’s down smash deals more damage and launches farther than the forward strike.
Ike: Back Air Attack This is the quickest of all Ike’s air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow.
Lucario: Aura Sphere Aura Sphere can damage opponents while it’s charging. Try dropping onto a foe from above while charging it!
Lucario: Extreme Speed The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen!
Lucario: Grab Attack If Lucario has taken a lot of damage, it can pull off this move quickly and do a lot of damage thanks to Aura.
Lucario: Aura Lucario’s Aura power increases as it takes damage. At 190%, Lucario’s attacks are 2.5 times normal strength, but it’s possible to grow even stronger…
R.O.B.: Color Variations R.O.B.’s red-and-white second color is based on the Japan version of R.O.B. In fact, it’s even his default color in the Japanese version of this game!
R.O.B.: Robo Beam You can’t fire a beam if you don’t have any energy charged, but the sparks will still harm enemies right in front of you!
R.O.B.: Robo Beam The beam will constantly charge while it’s not in use, reaching three levels of power. R.O.B. starts each battle at the second charge level.
R.O.B.: Robo Beam If the beam is fired at a low angle toward the terrain, it’ll bounce once. If fired at a more extreme angle, the beam will disappear.
R.O.B.: Robo Burner The Robo Burner won’t recharge while R.O.B. is hanging from an edge. You’ll need to spend some time on the ground to make sure you’re fueled!
R.O.B.: Robo Burner Even if you stop midflight or attack, you can still use Robo Burner as long as it has fuel. Good for chasing foes off the edge to finish them!
Toon Link: Down Air Attack Unlike Link’s down air attack, Toon Link’s doesn’t bounce up when it hits a foe. If you try to dunk someone with it, you’re gonna have a bad time.
Toon Link: Hero’s Shield Toon Link’s shield blocks lower down than Link’s and can better cover his smaller body. However, he can’t guard while moving faster than a walk.
Charizard: Midair Jump Charizard can perform two successive midair jumps. The second one doesn’t get as much height as the first, though.
Charizard: Mega Evolution Mega Charizard X takes less damage than usual and won’t flinch from attacks. However, taking damage reduces the time it can stay transformed.
Sonic: Spring Jump Even after a Spring Jump, Sonic can still attack and dodge in the air. However, he can’t perform a midair jump or use any more special moves.
Sonic: Spin Charge Jump while charging a Spin Charge to do a Spin Jump. After a midair jump, you won’t be able to Spin Jump until you hit the ground.
Sonic: Spin Dash You can jump and move left and right in the air while charging this move. It’s a good way to evade attacks while charging!
Sonic: Spin Dash If this move isn’t fully charged yet, you can cancel the charge by pressing the shield button. Use this to fake out your opponents.
Sonic: Down Air Attack If you jump, Spring Jump, and then use this attack in quick succession, it will end right before you land, which means no landing delay!
Jigglypuff: Rollout When you hit a foe with this, you’ll bounce up and then be unable to do anything until you land. Try to avoid hitting foes with it if you’re trying to recover!
Jigglypuff: Rollout While rolling on the ground, press in the opposite direction to make a quick turn. It won’t work if you’re airborne, but it’ll slow you down.
Jigglypuff: Pound This move can lay waste to opponents’ shields. You can adjust the direction slightly by inputting up or down in the air right before attacking.
Jigglypuff: Down Smash Attack This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally.
Dr. Mario: Capsules The capsules bounce higher than Mario’s fireballs. Also, since they’re physical projectiles, energy- absorbing specials won’t work on them.
Dr. Mario: Capsules The capsules Dr. Mario throws are selected at random from nine different combinations of red, blue, and yellow. The difference is only cosmetic.
Dr. Mario: Front Air Attack Unlike Mario’s similar move, this will never have a meteor effect regardless of your timing, but it is strongest when his fist is directly in front of him.
Dr. Mario: Downward Throw Unlike Mario’s down throw, Dr. Mario’s always sends the foe bouncing upward, so you can follow it up more easily with an air attack.
Lucina vs. Marth Marth’s sword deals more damage at the tip, but Lucina’s is the same all the way along. That aside, their moves are fundamentally pretty similar.
Lucina: Critical Hit Lucina dashes forward and launches any foes in her path. It goes quite far if nothing gets in its way, so swing your sword before you go off-screen!
Dark Pit: Silver Bow Compared to those from Pit’s Palutena Bow, these arrows disappear more quickly and can’t be steered as much. But they deal more damage in return.
Dark Pit: Dark Pit Staff This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage.
Rosalina & Luma: Luma Shot Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage. Charge this move fully, and it’ll be invincible as it flies!
Rosalina & Luma: Launch Star If you input backward just before Rosalina takes off, she’ll fly straight up. Useful when you need as much height as possible.
Rosalina & Luma: Gravitational Pull This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness’s PK Thunder off course when he’s trying to recover!
Rosalina & Luma: Standard Attack If Rosalina hits a foe with a standard attack while up close, Luma will slip past them. Then use a strong down attack to hit ’em from both sides!
Rosalina & Luma: Side Smash Attack When Luma is behind Rosalina, this attack won’t send him charging as far forward as usual. Better keep that in mind while aiming!
Rosalina & Luma: Standard Air Attack When Luma is next to Rosalina, if you perform a standard air attack right before landing and then go straight into a dash, Luma will attack while dashing.
Rosalina & Luma: Luma’s Reactions When Luma is next to Rosalina, it starts dancing if she grabs an opponent. When she gets hurt, you can see it flailing its little arms in panic!
Rosalina & Luma: Rebound When it’s on the way back after Luma Shot, Luma can attack as normal. Use this to surprise fighters heading for Rosalina or as a diversion.
Rosalina & Luma: Luma’s Color Lumas come in various colors, but their abilities are identical. The six colors you can get are yellow, red, green, blue, cream, and Polari.
Rosalina & Luma: Power Star This Final Smash creates a gigantic Power Star, which fires shooting stars and then explodes. Throw foes into the explosion for big damage!
Wii Fit Trainer: Super Hoop Press the button repeatedly to float up higher, making recovery easier. If foes are trying to stop you getting back to the stage, just fly out of reach!
Wii Fit Trainer: Header The ball’s trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect.
Wii Fit Trainer: Strong Side Attack It’s not just the front arm thrust that deals damage the leg raised up behind is also a powerful attack that launches foes straight up.
Little Mac: Straight Lunge This attack gives you super armor while charging up and while dashing forward. This is especially prominent when it’s fully charged.
Little Mac: Jolt Haymaker Press the button during the jump, and you can deliver the punch more quickly. You won’t move as far, though, so consider that before using it.
Little Mac: Unique Traits At high damage levels, bruises and a bandage appear on Little Mac’s face. Also, since he’s a boxer, he never attacks using his legs.
Little Mac: Giga Mac As Giga Mac, Little Mac has more power and speed than usual. He also won’t flinch from attacks, but he’ll still take damage as normal.
Villager: Pocket Projectiles and items you put in your pocket will disappear after 30 seconds or so. Take them out every so often to keep them longer.
Villager: Timber The Villager can move sideways while using the watering can. It’s also possible to water and chop down trees planted by other Villagers.
Villager: Side Smash Attack If you stand next to a cliff above your opponent, you can use this smash attack to drop a bowling ball on them from above like a projectile.
Palutena: Autoreticle This move locks on to an opponent in front and fires three shots. However, it won’t lock on to a foe who’s currently invincible due to dodging.
Robin: Down Air Attack This attack doesn’t have a meteor effect with the Bronze Sword, but it does with the Levin Sword.
Robin: Levin Sword When you’ve used up the Levin Sword, perform smash attacks with the Bronze Sword to reduce the time until you can use the Levin Sword again.
Robin: Tome and Levin Sword When Robin discards tomes and Levin Swords after using them up, they can hurt opponents they hit. They can even be grabbed and thrown!
Robin: Tome and Levin Sword As a general rule, the remaining uses of tomes and Levin Swords won’t reset until they’re all used up or Robin gets KO’d.
Robin: Tome The third strike of Robin’s standard attack combo uses the same tome as Arcfire. When you run out of one attack, you also run out of the other.
Robin: Tome Robin’s flurry attack uses the same tome as Elwind. If you use it up with the flurry attack, you won’t be able to use Elwind for recovery!
Robin: Pair Up If Chrom’s attack connects and you perform this successfully, all of Robin’s tomes and the Levin Sword will be fully recovered afterward.
Duck Hunt: Trick Shot If the Duck Hunt dog and duck are near the can when it’s shot, the duo will crouch down and cover their ears, leaving them vulnerable for a moment.
Duck Hunt: Trick Shot Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can.
Duck Hunt: Clay Shooting If the clay pigeon from this move and the can from Trick Shot are on-screen at the same time, the shooter will aim for the clay pigeon.
Duck Hunt: Wild Gunman The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom!
Duck Hunt: Wild Gunman The gunmen’s order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one!
Duck Hunt: Wild Gunman The gunmen’s firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones.
Duck Hunt: Wild Gunman The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal.
Duck Hunt: Wild Gunman The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, the lanky one, and then the beardy one.
Bowser Jr.: Abandon Ship After leaping out of the Junior Clown Car, Bowser Jr. can swing a hammer with the standard attack button. This attack is great for launching.
Bowser Jr.: Mechakoopa After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It’s a versatile tool that can be used in a variety of ways to corner foes.
Bowser Jr.: Clown Kart Dash Input a jump while performing this, and you’ll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint.
Shulk: Monado Arts Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump mode might save you!
Shulk: Monado Arts In Jump mode, it’s not just Shulk’s standard jump and midair jump that go higher his Air Slash move gives him more height than usual, too.
Shulk: Monado Arts You can’t use a Monado Art immediately after it’s run out. If you wait about 10 seconds, it will become available for use again.
Shulk: Monado Arts To cancel the current Monado Art, press the special button quickly three times in a row or hold the button for about a second.
Shulk: Air Slash Press the standard attack button while using an Air Slash to perform another slash forward and rise a little farther. It won’t work after you start falling.
Shulk: Vision Shulk’s Vision is a powerful counter move, but its activation timing becomes stricter when used repeatedly. It recovers slowly while not in use.
Shulk: Vision Input toward your foe when you pull off a counter, and you’ll swing around them to attack from the other side. This launches farther but won’t work in the air.
Shulk: Chain Attack There are two variations on this attack, depending on whether Shulk calls for Dunban or Riki. They don’t change anything but the lines spoken, though.
Shulk: Chain Attack Shulk’s Monado Arts even affect his Final Smash. If you select Buster, destroying the Smash Ball will be easier and the attack will do more damage.
Greninja: Water Shuriken The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching.
Greninja: Substitute After successfully countering with this, input a direction and you’ll reappear in that direction and attack.
PAC-MAN: Pac-Jump Anyone can use the trampoline from PAC-MAN’s up special, but it breaks on the fourth use. The one who broke it will fall helplessly to the ground.
PAC-MAN: Fire Hydrant The water that sprays from the hydrant will even push PAC-MAN himself. You can use this to sneak up on a foe while charging an attack!
PAC-MAN: Fire Hydrant If you drop a hydrant on a steep slope, it’ll go tumbling down. The tumbling hydrant can deal damage to enemies it hits.
PAC-MAN: Power Pellet If an opponent attacks the Power Pellet, this attack will be canceled. It’s a useful move for recovery, but be careful when foes are around!
Mega Man: Metal Blade The Metal Blade will deal more damage if you let it get stuck in a wall and then pick it up and use it as an item. Your foes can pick it up too, though!
Mega Man: Rush Coil When Rush is standing there after you use this move, he’ll bounce you higher than when you first use it. Other players can jump on him too!
Mega Man: Leaf Shield You can’t use other specials while the Leaf Shield is up, so if you’re offstage and need to use your up special, better get rid of this first!
Mega Man: Strong Up Attack The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around!
Mega Man: Down Air Attack After Mega Man’s fist flies a little way from his body, it has a meteor effect. To send foes flying down, you’ll want to leave a little distance.
Mega Man: Mega Legends The Black Hole Bomb will explode when it hits a foe, or you can blow it up by pressing the special button. Use that method to draw in nearby foes.
Mii Brawler: Soaring Axe Kick When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge.
Mii Brawler: Head-On Assault If you’re facing an edge, you can grab it in the middle of this move but it won’t work if you’re facing away from the edge. Careful, kiddo.
Mii Swordfighter: Blade Counter You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack.
Mario: F.L.U.D.D. F.L.U.D.D.’s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready!
Mario: F.L.U.D.D. F.L.U.D.D. isn’t just for pushing fighters it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs.
Donkey Kong: Shield Break Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes’ shields…and spirits.
Link: Triforce Slash If a foe has gotten in close to try and avoid your Final Smash, double-tap them with your standard attack to push them back to the ideal range.
Link: Bomb While holding a bomb, press the grab button just before landing to drop it at your feet without it going off. Leave this present for your foes!
Link: Standard Attack Opponents struck by the full three-hit combo will get launched, or you can combine the first two hits with up or down smash attacks to keep things fresh.
Link: Midair Clawshot When you fire the Clawshot by using a grab in midair, it extends a long way, making it useful against tall foes or those approaching from below.
Samus: Midair Grapple Beam Hop backward with a small jump, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!
Samus: Screw Attack When recovering with the Screw Attack, you can’t grab edges behind you until you’ve finished rising. Make sure to face the right way when you use it!
Samus: Standard Attack Foes can often put up their shields in between the first and second hits of this combo. It’s safer to just hit with the first attack and then flee.
Yoshi: Egg Throw You can throw the egg straight up by inputting the direction Yoshi’s facing away from just before throwing. Fake out your foes with this technique.
Yoshi: Egg Throw Unlike other fighters, Yoshi doesn’t have a vertical move used mainly for recovering. However, Yoshi will flutter a little bit if this move is used in midair.
Yoshi: Yoshi Bomb Yoshi Bomb is great for breaking shields. Start off with multiple standard attacks, and then use Yoshi Bomb to finish that shield off.
Yoshi: Down Air Attack This attack is very powerful if the foe is directly beneath Yoshi. On heavier fighters, you can deal over 30% damage.
Yoshi: Midair Jump Yoshi’s midair jump won’t stop if a foe attacks him in the middle of it. This is key to recovering for him, since his up special doesn’t travel far.
Kirby: Hammer Flip When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.
Pit vs. Dark Pit Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
Donkey Kong: Konga Beat Donkey Kong’s pose at the end of his bongo solo will change depending on if you missed any of the beats.
Captain Falcon: Falcon Punch If you input in the opposite direction right after the attack begins, Captain Falcon will turn around and deal a stronger punch. This works in midair, too!*
Mushroom Kingdom U If Nabbit catches you, he’ll put you in his sack. Wriggle about to escape before he carries you off the screen!
Mushroom Kingdom U Kamek’s magic totally transforms the stage. This can result in platforms sinking beneath your feet, so be careful you don’t fall!
Mushroom Kingdom U If one of the giant icicles hits you when it falls, you’ll be frozen. If you notice any drops of water falling from above, get out from under them fast!
Wily Castle The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters!
Mushroom Kingdom U A spray of water from below is the sign that a pillar of water is about to erupt. If there’s an Urchin on one, don’t touch it or you’ll get hurt!
Jungle Hijinxs There are platforms in the foreground and the background. Use the Barrel Cannons to travel back and forth between them!
Jungle Hijinxs When the ground starts to quake, it’s about to fall out from underneath you. Jump in a Barrel Cannon to flee before it’s too late!
Jungle Hijinxs After being fired out of a Barrel Cannon, you’ll smolder for a bit. Don’t use another one until you stop…unless you think you’d like exploding! (You won’t.)
The Great Cave Offensive When treasure chests appear on this stage, break them to get items! Some chests explode, though, so it might be safer to use projectiles.
The Great Cave Offensive The burning red Danger Zones are as dangerous as their name implies. Touch them with more than 100% damage, and you’ll be instantly KO’d.
The Great Cave Offensive On this stage, mine carts will sometimes appear. They start moving when someone gets inside or on their own after a while. Try not to get run over!
PAC-LAND Unlike in other stages, you can’t float at all in the water here. You’ll fall through it like it’s not even there, so be careful not to belly flop to a KO!
PAC-LAND You can’t grab any of the edges on this stage. There aren’t many holes, but if you do fall into one, try to recover with plenty of room to spare.
Pokémon Stadium 2 When the stage is in its Ice form, the floors are slippery. Changing direction will be more difficult, and you won’t be able to attack while skidding.
Pokémon Stadium 2 When the stage is in its Ground form, a small mountain appears just left of the stage’s center. Mountains are great for stopping projectiles.
Temple When your damage is high, try to fight in the cave around the middle of the stage. It’s easy to break your fall against the walls and stay in the game.
75 m If you touch the enemies that move around on the platforms and ladders, you’ll be launched. Try throwing your opponents into them!
75 m Watch out when Donkey Kong steps forward. Jacks will come flying from the left, which can hit multiple times and launch you off the screen.
Bridge of Eldin When King Bulblin is flinching after being attacked, fighters he rams into won’t get hurt.
Bridge of Eldin Sometimes a Bulblin will appear, following along after King Bulblin. It won’t really do much, but you can attack it and defeat it. You meanie.
Bridge of Eldin When the ground shakes, King Bulblin will come riding in from the left or right. The explosive he drops on the bridge is strong enough to blow it up.
Smashville Different residents appear randomly in the background of this stage. You’ll see as many as 34 different ones, depending on the time of day.
Smashville The background changes based on what time it is in real life. Play on Saturday night at any time from 8:00 to 11:59 to see K.K. Slider perform!
Jungle Hijinxs When the Barrel Cannons start flashing, it means they’re about to vanish off-screen. You can’t use them once they’re pointing straight up, so hurry!
Pokémon Stadium 2 This stage randomly shifts into four elemental forms: Electric, Flying, Ice, and Ground. The Pokémon in the background match each theme.
Pokémon Stadium 2 This stage’s Electric form has conveyor belts on both sides. They’ll carry you right off the edge; be careful where you stand when you’re taunting.
Pokémon Stadium 2 This stage’s Flying form has a constant updraft, making fighters fall more slowly. It extends past the edges of the stage, so it’s useful for recovering.
Skyloft On the small island with a waterfall, you’ll want to be careful of falling. That swift current can easily prevent you from recovering.
Wii Fit Studio This stage’s background demonstrates seven different poses, and the Wii Balance Board platforms can appear in 125 different ways!
Luigi’s Mansion Each pillar supports a part of the building that collapses when that pillar is destroyed. A first- floor pillar can’t be destroyed before a second.
Luigi’s Mansion Wait a little while after the whole mansion is destroyed, and with a mighty rumble, it will rise up from the ground, good as new!
Mario Circuit (Brawl) The karts on this stage do more damage than the ones in the new Mario Circuit. The helpful map in the background always shows where they are!
Onett Step on the Drug Store’s canopies five times, and the store’s sign starts to come free. Do it twice more, and the canopies themselves collapse!
Onett The cars that zoom by from the right-hand side of the screen deal a whopping 30% damage. Use a counterattack on them to deal even more!
Castle Siege This stage shifts from atop the castle walls, to the castle interior, to a vast underground cavern, and finally back to the start of the sequence.
Skyworld Skyworld’s terrain is impenetrable, but you can grab the edges. Once destroyed, it leaves clouds that can’t be grabbed but can be passed through.
Halberd Next to the cannon is a mechanical arm that sometimes attacks fighters. It’ll freeze for a second; that’s your cue to dodge!
Halberd The Halberd’s main cannon fires shots that travel lazily through the air, exploding with surprising force when they hit a fighter or the ground.
Halberd The Halberd’s laser cannon is powerful but not very quick. Don’t panic if it tries to target you lead it toward your foes instead!
Yoshi’s Island Attacking the Rotating Blocks makes them spin, and you can’t stand on them until they stop. You can try, of course, if you like falling through.
Bridge of Eldin After King Bulblin’s explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up.
Kongo Jungle (64) The Barrel Cannon can help you recover even when all seems lost. Time your shot carefully, or you might launch off the screen instead! Oops!
Norfair The magma that rises on this stage will gradually cover all but the topmost platforms. Seriously, the floor is lava.
Norfair Watch out for that wave of magma in the distance! Good thing there’s a shelter on that platform. It’s up to you if you want to share the space…
Delfino Plaza This stage takes you on a tour of a sunny island town. You can even go for a swim if you like, but stay in the water too long and you’ll sink.
Gamer The mother doesn’t just peek in from the door or through the window. She appears on TV too, and sometimes even as a drawing in the sketchbook!
Gamer The mother has her eyes peeled for any fighters. Hide in the shadows if you don’t want to be discovered smashing after bedtime!
Castle Siege The statues in the castle interior will block most attacks. You can hide from projectiles behind them, but Daybreak’s laser will pass right through!
Coliseum The floor of the stage will rise up to form various different platforms. Their layout is random, but they can all be passed through by fighters.
Orbital Gate Assault When the missile hits the gate, a force field will appear. It’ll launch anyone who touches it sounds like a thing you should introduce your foes to.
Mario Galaxy It’s not just fighters that are affected by this stage’s curved gravity many projectiles will travel in arcs as well, so aim carefully!
Port Town Aero Dive When you descend onto the track, be careful of high-speed racing machines. In some places, they can even hit you on the floating platforms!
Windy Hill Zone The rotating platforms to the right occasionally change speed or direction. They’ll stop briefly beforehand, so be careful not to get carried away!
Windy Hill Zone Springs appear just beyond the edges of this stage that will propel fighters in the direction a spring is pointing. Watch out they can spin!
Duck Hunt Attacking the ducks will add to the score in the bottom right. The points are just for show, but the ducks will sometimes drop items after being attacked.
Duck Hunt If you down six or more ducks, you’ll proceed to the next round. After Round 9, the score will reset and you’ll start back at Round 1.
Woolly World After a warning appears, the ground will rumble and then fall away. While it’s gone, the edges of the blue clouds and rocket can be grabbed.
Palutena’s Temple The bridge in the middle of the stage will break when attacked. There are moving platforms below, so keep calm and land safely.
Wuhu Island This stage is a tour of the setting of Wii Sports Resort. In some areas, like the Power Cruising starting line, fighters can even go for a swim!
Mario Circuit At the stationary points, a warning will indicate when there are karts approaching. Try to throw someone onto the track when the karts arrive!
Boxing Ring: Smash Bros. Version When selecting the Boxing Ring stage, hold the ZL Button while pressing the A Button (on the Wii U GamePad) to make sure it’s the Smash Bros. version.
Boxing Ring Use the ropes around the ring to jump high into the air. These ropes let fighters who have no hops reach the lights overhead!
Boxing Ring Reach those lights hanging above the ring! If you damage them enough, they’ll come crashing down, launching anyone caught beneath them.
Boxing Ring: Punch-Out!! Version When selecting the Boxing Ring stage, hold the ZR Button while pressing the A Button (on the Wii U GamePad) to make sure it’s the Punch-Out!! version.
Duck Hunt If you defeat all 10 ducks in a single round, you’ll get a Perfect Bonus, which adds 10,000 points to the score! …And that’s all!
Pilotwings In this stage, you fight atop a red biplane and a yellow monoplane. It’s tough to aim projectiles straight when the plane keeps twisting and turning!
PAC-LAND When you reach Fairyland, you can obtain magic boots from the Mother Fairy. These let you jump higher for 30 seconds.
PAC-LAND This stage includes various special features from the original PAC-LAND game. For instance, the Special Pac item will make you briefly invincible.
PAC-LAND The speed at which the stage scrolls depends on where the fighters are standing. Head forward to speed it up; lag behind to slow it down.
Wrecking Crew You can attack the bombs to break the walls and ladders. Once all the walls and ladders on a floor are broken, the floor above will come crashing down.
Wrecking Crew If there’s an oil drum on a floor that’s falling, stay out of its way! These drums can trap you inside, leaving you immobile and vulnerable to attack.
Town and City Like Smashville, this stage’s background matches the time of day. While the main platform is on the move, the smaller ones will exit the screen.
Gaur Plain When Metal Face shows up at night, you can attack and defeat him. Whoever finished him off will get credit for the resulting KO.
Big Battlefield This stage is simply a bigger version of Battlefield. With six platforms, it’s perfect for 8-Player Smash. Its é Form is identical to the regular Battlefield’s.
Garden of Hope Don’t touch the Peckish Aristocrab when it slides across the stage it’ll launch you! It has no issue knocking over the plant pot and the climbing pole.
Garden of Hope Parts of the stage are pretty fragile. Luckily, if fighters or the Peckish Aristocrab break anything, some Pikmin will be right along to fix it up.
Flat Zone X This stage combines elements from Flat Zone in Melee and Flat Zone 2 in Brawl. Look closely, and you’ll see that even the fighters are flat!
Lylat Cruise: Smash Taunt When using Fox or Falco on this stage, you can press the down taunt button very briefly to begin a smash taunt. It’ll only work once per battle.
Pyrosphere If Ridley is knocked down, he’ll help out whoever defeated him! However, he can still be attacked while battling for a fighter.
Pyrosphere You won’t get a free stock for beating Ridley in a stock battle, but you will get a KO for beating him in a timed one!
Pyrosphere The flying machines in this stage are called FG II-Grahams. They’ll fire lasers if attacked, which can deal a lot of damage to Ridley!
Pyrosphere The bulbous Joulions that fall from above will puff up and explode. You can deal serious damage to Ridley with this explosion.
Kalos Pokémon League In the Fire-type chamber, geysers of flame lift up the platforms. When Ho-Oh appears, these blaze up with renewed intensity!
Kalos Pokémon League The flowing water in the Water-type chamber can push fighters off the edge. If Manaphy appears, a hole will open in the center and suck the water in.
Kalos Pokémon League In the Steel-type chamber, swords stick out from the ground, damaging fighters who touch them. Registeel’s Stomp will bury fighters in the ground.
Kalos Pokémon League In the Dragon-type chamber, energy surges can launch fighters. If electrical sparks fly at the edges of the stage, Rayquaza is about to appear.
Kalos Pokémon League This stage switches randomly between four different chambers. Each has Pokémon of a different type, causing a variety of effects.
Beetle If you attack an incoming Beetle, it’ll do a U-turn. Beat foes who throw it at their own game!
Golden Hammer This sometimes turns into a Squeaky Hammer. It doesn’t hurt much, but that sound sure is cute, eh?
Screw Attack You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos.
Master Ball A purple ball with the letter M on it. Unlike a regular Poké Ball, there’s almost always a Legendary inside.
Boomerang If you time it right and catch this on the way back, it’ll deal more damage next time you throw it.
Daybreak After completing Daybreak, press the attack button to fire a beam. Sudden impacts before firing it will make you drop it, so be careful!
Blast Box This item can be risky, since fire attacks will detonate it right away. However, it’s safe to hit or throw it.
Fairy Bottle This heals your damage by 100…unless you’re below 100% at the time, in which case you can’t use it.
Hocotate Bomb While flying upward, it can hit enemies above it repeatedly and even launch them right off the screen.
Sandbag Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch.
Hocotate Bomb The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune.
Lip’s Stick If you’re hit by one of these, a flower blooms on your head and slowly does damage. It’s so pretty, it’s a shame it hurts…
Pokémon: Electrode Right before an Electrode explodes, its body goes red and shrinks. That’s when you can grab it and throw it at your opponents!
Pokémon: Snorlax Snorlax grows as it rises into the air. If the timing’s right, you can get every other fighter in one fell swoop!
Pokémon: Inkay Inkay’s Topsy-Turvy move knocks over nearby fighters. It doesn’t work on anybody in the air, though, so try jumping!
Pokémon: Spewpa If attacked, it’ll react with a blast of Stun Spore, so…you leave Spewpa alone, Spewpa leaves you alone.
Pokémon: Kyogre Hydro Pump pushes fighters off the stage. It’s very difficult to escape the power of this current.
Pokémon: Entei Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you’re trapped in the fiery pillar, it’ll do huge damage.
Pokémon: Oshawott Surf sweeps up anybody in its path adjust your aim to catch fighters who try to get out of the way!
Pokémon: Dedenne Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits.
Pokémon: Bellossom Getting close to it will put you right to sleep! The more damage you’ve taken, the longer you’ll be counting sheep.
Pokémon: Mew Mew is so rare, you’ll be lucky to see one at all but when you do, it’ll drop rare items onto the battlefield.
Pokémon: Goldeen If damage was dealt from enthusiasm, then Goldeen would KO everyone with Splash. But it isn’t. Not even when Goldeen comes from a Master Ball.
Pokémon: Darkrai Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you’re caught in midair, you’ll fall to the ground, sound asleep.
Pokémon: Kyurem Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time.
Pokémon: Gardevoir Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won’t be affected. Nice!
Pokémon: Gogoat Gogoat will let you ride on its back. Charge down opponents to deal damage!
Pokémon: Meowth Meowth can use Pay Day to throw coins at enemy fighters. They don’t do much damage, but the attack has a wide range.
Pokémon: Victini Victini will use Victory Star to give the fighter who summoned it a boost. In a team battle, it will boost your teammates as well.
Pokémon: Arceus The attack Gravity will pull fighters out of the air. Anyone caught out beyond the edge will fall straight down.
Pokémon: Meloetta Meloetta’s song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid.
Pokémon: Snivy Snivy’s Razor Leaf rapidly fires at short range, but anyone caught in it will be hit over and over and over.
Pokémon: Metagross Only touch Metagross if you like being buried. Anyone too slow to flee will suffer this Pokémon’s Earthquake attack.
Pokémon: Staryu Staryu will pursue a target and shoot stars at high speed. For fighters with projectile-absorbing moves, this is like an early birthday present!
Pokémon: Moltres Moltres slowly rises after appearing. Even barely touching this Legendary Pokémon will send a fighter flying.
Pokémon: Palkia Everything gets flipped 180 degrees, changing the landscape. The controls stay true to the level’s orientation; don’t get confused and fall!
Pokémon: Abomasnow Abomasnow’s Blizzard move will pull you toward the Pokémon. Once Blizzard ends, Abomasnow will unleash Ice Punch!
Pokémon: Giratina Giratina launches a massive gust of wind that hits multiple times. Be careful this move is tough to avoid and can send you off the screen.
Pokémon: Lugia Lugia will launch Aeroblast, a wide-range attack, from the back of the stage. This attack can’t be blocked do all you can to get clear!
Pokémon: Genesect Both Genesect’s laser and its Techno Blast can penetrate walls, so all you can do is stay out of its line of sight.
Pokémon: Chespin Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack.
Pokémon: Swirlix Those who stray too close to Swirlix will have their movement reduced. Take advantage of this if you brought Swirlix into battle!
Pokémon: Zoroark Its Fury Swipes attack smacks its victim down hard. Wait for them to hit the ground that’s your chance to deliver a follow-up attack!
Assist Trophy: Ghirahim Ghirahim moves gracefully through the battle, using swords and knives. He can’t be defeated he’ll simply teleport back if you launch him.
Assist Trophy: Skull Kid Skull Kid calls on a variety of mystical powers when he appears in the battle. Unfortunately, these powers affect whoever summoned him too!
Assist Trophy: Skull Kid Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.
Assist Trophy: Mother Brain Attack Mother Brain to defeat her! The glass around her will shatter after she fires lasers that’s your chance to strike!
Assist Trophy: Phosphora Phosphora can’t be defeated when she arrives on the battlefield, only made to flinch. However, her thunder attacks can be reflected or absorbed.
Assist Trophy: Starman He will shoot either a PK Beam é or a PK Beam é, stunning fighters. PK Beam é targets one fighter, but é is less discerning.
Assist Trophy: Starman If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy too.
Assist Trophy: Ashley A dark field will appear around Ashley. Any foes inside the field will move more slowly and take continuous damage.
Assist Trophy: Midna Watch out for Midna’s hand-shaped hair. She’ll reach out and grab nearby fighters no matter how badly you wish your shield could stop it.
Assist Trophy: Midna Midna won’t be abandoned in battle she’ll teleport to chase foes. She also uses her teleport to return if she gets launched.
Assist Trophy: Elec Man Elec Man will move swiftly across the stage, firing Thunder Beam at fighters. A hit from this attack will leave a fighter stunned for a time.
Assist Trophy: Elec Man Attacking Elec Man will make him flinch, but you’ll have to launch him off the screen if you want to stop his lightning attacks.
Assist Trophy: Dark Samus This energy-based life-form looks a lot like Samus. Dark Samus fires homing energy blasts and rapid-fire rounds at fighters on the stage.
Assist Trophy: Sheriff Sheriff fires high-speed, powerful shots at fighters. These shots can be reflected, but absorbing them is not an option.
Assist Trophy: Isabelle Isabelle is here to support whichever fighter summoned her into the battle. She’ll throw healing fruit that’s used just by touching it.
Assist Trophy: Ghosts Blinky, Inky, Pinky, and Clyde will all appear on the stage! They each have their own movement patterns and will hurt opponents who touch them.
Fire Bar Five fireballs are linked to the hilt of this weapon. As you attack with it, the number of fireballs decreases.
Fire Bar You can use the Fire Bar both at short range and long range. The fireballs at the base of the weapon do the most damage.
Pokémon: Fennekin Incinerate creates a fire pillar reaching out in front of Fennekin. If it connects, it’ll do repeated damage to fighters.
Assist Trophy: Ashley Unless you summoned Ashley, eating food while within her dark field will cause damage instead of healing it. It’s Pit’s worst nightmare!
Assist Trophy: Ashley Ashley causes an effect at random. She’ll make attacks miss, limit movement, flip the controls, or bury, shrink, or make invisible all the fighters.
Assist Trophy: Ghirahim Ghirahim will use a dash attack at foes straight ahead. He moves swiftly making it hard to dodge and strikes hard enough to launch you.
Assist Trophy: Saki Amamiya Depending on the location of his target, Saki may shoot or slash with his weapon. The slash is very powerful at close range, so watch out!
Assist Trophy: Isabelle Isabelle cares how the fight is going! If the fighter who summoned her gets a KO, she’ll be happy! She’ll flinch if the fighters get close.
Assist Trophy: Isabelle Isabelle will do her best to throw the fruit she gave to the fighter who summoned her. This doesn’t mean other fighters can’t steal it.
Assist Trophy: Lakitu Lakitu’s Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms.
Assist Trophy: Dillon Watch out! This armadillo will attack without fear. His Arma-Charge is super powerful, so get to dodging if you see him spinning up!
Assist Trophy: Dark Samus Dark Samus can be defeated by dealing enough damage. However, anyone who gets too close to her may receive a burst of Phazon energy.
Assist Trophy: Tingle Every so often, Tingle will send down a shower of Hammers. Even more rarely, he’ll rain Golden Hammers on the battlefield!
Assist Trophy: Tingle Tingle may sometimes become engulfed in flames! If this happens, everyone in the battle will suddenly act like they’ve consumed Superspicy Curry.
Assist Trophy: Tingle Sometimes Tingle will emerge from the Assist Trophy with a big balloon on his back. He’ll rise into the sky, leaving the battle without helping.
Assist Trophy: Tingle Tingle, a man with a stubby red nose who is wearing an entirely green suit, randomly selects one of five different effects when summoned.
Assist Trophy: Color TV-Game 15 The paddles that appear to the left and right will try to keep a ball in play. You’ll take damage and be launched if you touch them.
Assist Trophy: Nightmare When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage.
Assist Trophy: Knuckle Joe A fighter sporting a bandanna. After a rapid- fire attack, Knuckle Joe will unleash Smash Punch or Rising Break, both very powerful moves.
Assist Trophy: Hammer Bro The Hammer Bro won’t move from side to side, so you’ll be safe as long as you stay out of range.
Assist Trophy: Mother Brain Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be absorbed or reflected.
Assist Trophy: Mother Brain Mother Brain will send colorful lasers shooting up and down the screen. They can’t be absorbed or reflected, so you’ll have to just avoid them!
Assist Trophy: Mother Brain It’s totally fine to use Mother Brain to shield yourself from the attacks of your rivals.
Assist Trophy: Lyn Right before she strikes, Lyn will move slightly this is your cue to dodge and avoid her attack!
Assist Trophy: Lyn Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she’ll attack the nearest opponent.
Assist Trophy: Waluigi Luigi’s purple-clothed rival. He only ever jumps directly up, so leaping left or right is a good way to avoid him.
Assist Trophy: Chain Chomp If a Chain Chomp falls off the stage, it’ll just jump right back up!
Assist Trophy: Chain Chomp If a platform that can break is broken with one of these chained to it, the Chain Chomp will fall off the stage as well.
Assist Trophy: Dr. Kawashima Numbers will fly in from off the screen. Attack them to make them change direction.
Assist Trophy: Phosphora Phosphora will teleport around the stage, dodging attacks and shooting lightning at everyone not fortunate enough to have summoned her.
Pokémon: Keldeo When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide- range slash attack with its extended horn.
Pokémon: Suicune Getting hit by Aurora Beam will give you a chance to cool off. Literally. Even touching Suicune right when it appears will freeze you.
Pokémon: Xerneas Everyone’s launching power will get a boost when Xerneas is around. It’ll be much easier to launch rivals who have low damage.
Pokémon: Deoxys Hyper Beam draws in fighters, but it won’t hurt for you to launch them toward Deoxys too.
Pokémon: Fletchling Once Fletchling settles on a target, it can be a real pest. Strike while your foes are distracted by this little Pokémon’s attacks!
Boss Galaga If you get caught up in Boss Galaga’s tractor beam, you’ll be pulled right up off the stage. Wiggle back and forth quickly to escape!
Boss Galaga It’s possible to defeat Boss Galaga! He’ll change color as he takes damage. The bluer he gets, the weaker he’s becoming!
Lip’s Stick Using Lip’s Stick to damage a foe will make a flower bloom. The flower grows as you continue to deal damage.
Assist Trophy: Devil The Devil will begin pointing in various directions, and the stage will shift that way. If you get slid off the screen, you’ll get KO’d!
Assist Trophy: Ghosts Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe.
Assist Trophy: Ghosts Pinky will try to catch her targets by getting in front and ambushing them. Clyde doesn’t have a target he just does whatever he likes.
Assist Trophy: Chain Chomp A Chain Chomp’s chomp will deal more damage than just touching one. Be careful, though even chained up, they’ve got a long range.
Pokémon: Eevee Eevee will use Take Down on any fighters nearby. If there aren’t any, it’ll just stand around looking a bit confused.
Assist Trophy: Riki This fluffy little Nopon has six Arts he might use, picked at random, each with a different effect. Sadly, he might end up helping your opponents…
Bombchu Once it’s rolling, the Bombchu won’t stop for anything and can’t be picked up! It’ll eventually explode and can even hurt the player who used it first!
Assist Trophy: Tingle If flowers bloom around Tingle, the screen will zoom in on the fighter that summoned him. Quick! Charge an attack while no one can see!
Assist Trophy: Tingle Sometimes, Tingle will throw banana peels, making anyone on the ground nearby trip even the player who summoned him! Tingle, Tingle! Kooloo-Limpah!
Assist Trophy: Magnus If Magnus’s vertical strike hits a player grabbing an edge, it’ll launch them straight down. Best not hang from edges when he’s on the prowl…
Rocket Belt After you’ve worn the Rocket Belt for a set time, it’ll fly off on its own. If it hits an opponent on its way up, it’ll explode and launch them!
Ore Club Use a side smash with the Ore Club to send a big whirlwind flying at your foes. Charge it up to make the whirlwind even bigger!
Pokémon: Latias & Latios Latias and Latios fly across the screen from the left and right, damaging anyone they hit and leaving gusts of wind in their wake as well.
Spiny Shell When you throw this shell, it will hover above an opponent’s head before descending upon them and exploding. It targets whoever’s in first.
Bullet Bill This item lets you transform into a Bullet Bill and charge across the screen. You can control the direction, but be careful not to self-destruct!
Cucco Don’t attack the poor Cucco! No really, don’t do that, or it’ll call its whole flock. If that happens, try to get other fighters mixed up in the mayhem.
Cucco If you hit another fighter with a Cucco, it’ll get angry at them instead of you! The flock won’t hurt you at all! Maybe being thrown doesn’t ruffle feathers?
Cucco If a Cucco is damaged by a stage hazard, it’s not sure who to get angry with…so it calls the flock on EVERYONE. Not fair! Not fair!
Killer Eye Throw a Killer Eye at a wall or ceiling, and it’ll stick there. It might not be the most effective attack strategy, but it could catch foes by surprise!
Grass If you see some grass growing out of the stage, walk over and pluck it to get a random item. You can only pluck it while you’re on the ground.
Super Leaf While you’re all tailed up, hold a jump button to float in the air. This can be useful for heavy fighters or those that aren’t great at recovering.
Special Flag Hold this up for a while to get +1 KO (in a timed battle) or +1 stock (in a stock battle). Or use it as bait to lure your foes in for a beating!
Steel Diver This submarine-shaped weapon fires small torpedoes that start slow and then speed up and zoom off. They explode when they hit a foe.
POW Block Hitting the POW Block will shake the whole screen, injuring any foes currently on the ground. It can be used three times before vanishing.
Assist Trophy: Jeff Jeff’s bottle rockets explode when they hit obstacles, so hiding in a place with walls or ceilings will help to protect you from them.
Beehive Throw this item at an enemy, and the bees will swarm around them, dealing damage over time. Bees laugh at shields and attack right through them. Jerks.
Rolling Crate A crate with wheels. When attacked, it rolls off and deals big damage to whomever it hits. Attack it while standing on top, and you can even ride it!
Gust Bellows This item blows a powerful gust of wind. It aims straight out in front of you if you’re holding on to it, but when thrown, it blows wildly in all directions!
X Bomb As the name implies, this bomb’s explosion takes the form of an X. Keep an eye on the bomb before it explodes to see which way it’s pointing!
Rocket Belt Hold a jump button while wearing this item, and it will send you soaring skyward. This makes recovering easy for even the least agile of fighters.
Killer Eye Once activated, this eye repeatedly fires shots, speeding up if it sees a foe. Attack it to make it change direction, though it might fall over instead.
Aim for the Fences When hitting an opponent with a bat, the tip will launch them the farthest. This is true of both the Home-Run Bat item and Ness’s side smash.
Items on Floating Platforms In Multi-Man Smash, items occasionally float by on a platform. These aren’t random the same items will appear at the same time in every battle.
All-Star: Rest Area In the rest area between battles in All-Star, moves that normally heal you…won’t.
Trophy Rush: Chains Destroy multiple blocks in quick succession to earn a bonus to your score and Fever Gauge. The longer the chain, the bigger the bonus!
Trophy Rush: Fever Rush Max out your Fever Gauge to enter Fever Rush for seven seconds! Coin blocks and trophy blocks will start raining down on you like crazy!
Events: Earning Rewards Each event has its own conditions in order to earn a reward. The more difficult the mission, the better the reward for completing it!
Events: Rewarding Routes Sometimes there are rewards in the spaces between events. Collect those rewards by unlocking routes that lead through them!
Events: Difficulty Each event can be played on easy, normal, or hard, but you can unlock all of the events by playing on whichever difficulty you prefer!
Events: Fighter Selection Most events will select your fighter for you. Some will let you choose, but those events will be more difficult in order to make up for that advantage!
Special Orders: Master Orders In this mode, you select one of three challenges with different opponents and rules. A quick dose of gameplay with a reward for beating it!
Special Orders: Crazy Orders Clear several tickets in a row to build up your reward, and then confront Crazy Hand. Win and get the pile of goodies. Lose and go home with little.
Special Orders: Crazy Orders Entry Fee Playing Crazy Orders will cost you 5000G… unless you have a Crazy Orders Pass, in which case you can get in for free!
Special Orders: Reward Hints Wondering what reward you’ll get from a ticket? There’s a clue on the ticket itself! Tickets with a series icon give you items related to that series.
Special Orders: Difficulty in Crazy Orders The more tickets you clear in a row, the harder the stages will get. Even if you’ve beaten a similar ticket before, don’t expect a walk in the park!
Special Orders: Healing in Crazy Orders Each time you beat a ticket, some of your damage will heal. However, you’ll heal the same amount no matter what difficulty you’re playing at.
Special Orders: Treasure Chests in Crazy Orders Sometimes attacking Crazy Hand will make him drop treasure chests. The more tickets you’ve gathered, the more treasure chests will slip from his fingers.
Special Orders: Stadium Game Tickets Some tickets require you to play Target Blast or the Home-Run Contest. You’ll need to earn a certain score in order to clear these tickets.
Special Orders: When Master Hand Joins In Clear enough tickets, and Master Hand will join Crazy Hand in battle. Clear even more tickets, and Master Hand will be powered up for the fight!
Classic: Finding the Right Moment You’ll get a bigger reward for beating a rival if more rounds have passed but leave them too long and someone else might beat them first!
Classic: Intruders Intruders can be giant, metal, or a team of fighters. They may disappear right after a battle, so head straight for them if you want the rewards!
Classic: Moving as a Pair Teamwork is critical in Classic mode with two players. The team trophy is controlled by both players at the same time. No fighting, you two!
Classic: Teaming Up You choose your partners in team battles out of the fighters you’ve KO’d previously. If you want a fighter on your side, beat them early on!
Classic: Playing in a Pair Play Classic mode with a friend, and you’ll battle as a team. The opponents, rivals, and intruders will sometimes team up with nearby fighters, too!
Classic: Custom Fighters As the rounds continue, customized fighters will join the fray, sporting costumes other than the default and using custom special moves in battle.
Stage Builder: Grid Display Pressing the X Button will display a grid pattern on the screen. This really helps in creating level terrain or adjusting sizes.
Training: An Easy Combo Want to get a massive combo in Training mode? You could always put a bunch of smart bombs around the CPU fighter and set them off.
8-Player Smash Stages The fire marshal says you can’t play every stage in 8-Player Smash. However, there are more stages available for 5 to 6 players than for 7 to 8.
Events: Customized Characters Customized characters are totally allowed in Events mode, so if you’re having trouble, try building a character especially for that event.
Trophy Rush: Playing Together When you play with two players, more tough blocks and balls of electricity will appear. However, you’ll also get more rewards.
Trophy Rush: Two-Player Combos In two-player mode, you’ll have one chain shared between you. Work together to keep that chain going as long as possible!
Trophy Rush: Gold Blocks Breaking one of these will really boost your Fever Gauge, especially if you use your fighter’s own attacks. They appear more often as time passes.
Trophy Rush: Lightning Ball If you stay in the same place for too long, a ball of electricity will drop toward you. It’ll hurt a lot and launch you, so watch for the warning!
Trophy Rush: Danger Line Don’t let the blocks build up past the line at the top! If you do, you’ve got five seconds to sort it out or the platform disappears! Ahh!
Trophy Rush: Cannon One of these will appear, and 3.5 seconds later, it’ll blast fire out of the holes. Destroy it or knock it off the platform before this happens!
Trophy Rush: Timed Bombs Your normal attacks won’t break these. They blow up five seconds after appearing, and their explosion can launch you if you aren’t careful!
Trophy Rush: Light Blocks Wooden blocks and reward blocks are easy to break. They also start chain reactions, so it’s faster to build a chain with these than with stone blocks.
amiibo: Training in Battle Your amiibo fighters can even take part in Special Smashes or 8-Player Smashes. Don’t worry; they still gain experience and level up while playing around.
amiibo: amiibo Battles When an amiibo is in a battle with another amiibo, it gains more experience than usual. And the more intense the battle, the more it will grow! Ah, rivalry!
amiibo: Training Trip An amiibo will grow more quickly if it battles on a different Wii U than its owner’s. Sounds like it’s time for a traveling training montage!
amiibo: Lots of Potential When an amiibo starts out, its attack and defense will be weaker than the average fighter’s. With training and levels, however, it’ll surpass them all!
amiibo: Feeding Equipment Feed your amiibo equipment to change its abilities. If the consumed equipment has a bonus effect, the amiibo fighter will learn it!
amiibo: Characteristics An FP’s characteristics will change as it learns from its opponents. Even at max level, your amiibo fighter can still learn new tricks!
amiibo: Gifts An amiibo fighter will bring back items it obtained in battle and give them to you as presents. It can even bring them from a friend’s Wii U console!
amiibo: Learning from Defeat An amiibo gains more experience from losing a battle than winning. Let your amiibo face high- level CPUs to learn the true meaning of strength!
amiibo: Work Up an Appetite After growing a lot by eating equipment, amiibo fighters will be stuffed. They’ll have to build up an appetite by fighting before they can eat any more.
Copying Customized Characters When copying custom fighters between Wii U and Nintendo 3DS, you can’t copy fighters that were already copied over from another system.
Challenges In Challenges, squares higher up tend to be more difficult than those lower down. Consider using a hammer on one you find particularly tough.
amiibo: Diverse Foes Wanted! An amiibo gains more experience than usual from a fighter they’ve never faced before. Help your amiibo grow by pitting it against a variety of foes.
amiibo: Bonus Effects and Stats When learning negative bonus effects, some stats will increase to compensate. Positive bonus effects will make some stats go down.
Team Battle When fighting in team battles, pairing a fighter skilled at close quarters with one who excels in ranged attacks can open up new strategies.
Glorious Smash With no items available, this is a real test of skill. Rise to the challenge, and show off the powerful stats you’ve acquired!
300% Smash Starting at 300% damage means even the smallest mistake may be your last. Don’t get careless!
High-Launch Smash A battle where everyone is easier to launch than normal. You’ll be zooming past each other in no time! Wheeeeeeee!
Boss Battle A chaotic Smash with a powerful foe dropping in to join the fun. The winner is whoever deals the final blow to this rude intruder!
Fighter Variations Fighters come in three variations: 1, 2, and 3. 1 means they have their default specials, while 2 or 3 means they’re rocking some custom specials.
Checkpoint Bonus Pass through all five checkpoints to boost your stats. The higher they already are, the more they’ll be boosted!
Obtaining Fighters You can pick up fighters just by passing over the spaces they’re resting on. Whoever gets the most has a clear advantage in the final battle!
Transformation Smash More items than normal will appear in this kind of battle, and they’ll all be wearables or ones that change the appearance of your character.
Tour Item: Great Fox This Tour Item warps you to a checkpoint you haven’t visited yet. If you haven’t got many left, it’s easier to predict where it will take you.
Tour Item: Doc Louis This Tour Item multiplies the effects of any stat boosts you pick up by 1.5. Use it when there are lots of useful stat boosts nearby!
Tour Item: Dillon This Tour Item launches opponents you bump into, sending them to a different space. It can also knock their fighters free, scattering them on the board.
Tour Item: Energy Tank This Tour Item automatically heals 50% of your damage as soon as it exceeds 100%. Try not to get KO’d before you’ve healed up!
Tour Item: Ashley The spinner will spin so slowly for the player that uses this Tour Item that they can almost pick their number. “Almost” is the key word here.
Tour Item: Isabelle This Tour Item makes nearby stat boosts grow to maximum size! Don’t use this when your foes could collect the awesome boosts!
Tour Item: Latias & Latios This Tour Item turns a regular battle into a team battle. The player who used it gets to choose who they partner up with.
Tour Item: Dixie Kong This Tour Item gives the player who uses it an extra midair jump. Great for making sure you can recover safely!
Tour Item: Hammer This Tour Item gives you a Hammer at the start of the battle. Use this advantage to really nail your foes!
Defeated Fighters Getting KO’d in a battle means you’ll lose the fighter you were playing just then. If you can survive to the end, you’ll keep your fighter.
Tour Item: Tingle This Tour Item shuffles everyone’s fighters around. Someone else just collected your most favoritest fighter? Time to shuffle the deck!
Tour Item: Excitebike This Tour Item doubles the result from your spinner. Chase down someone you really wanna battle, or make it to that checkpoint really fast!
Home-Run Contest A test of batting skill in which each player sends Sandbag flying as far as they can. The highest score will determine the winner.
Target Blast Each player sends the bomb flying at the targets, trying to break as many as possible. Maximum destruction will be rewarded with a winning score!
Smash A standard Smash battle. Items will appear at a normal rate, and most of them can show up. You definitely won’t see any Special Flags, though.
Tour Item: Zinger This Tour Item sets a trap that will fling an unfortunate foe following in your footsteps. A fond farewell to that fellow.
Tour Item: Majora’s Mask This Tour Item draws on dark magic to double all your stats. In return, you’ll have to start the next battle with 50% damage.
Tour Item: Tetra This Tour Item can steal your rivals’ fighters for you. It’ll activate when a foe passes the space you placed it on.
Tour Item: Timmy & Tommy This Tour Item changes all Tour Items and fighters within three spaces in front of or behind you. Fighters will turn into Tour Items instead of other fighters.
Tour Item: Yellow Wollywog This will protect you from any traps your foes have left behind for you. Disable their traps just to see the annoyed look on their faces!
Explosive Smash A battle filled only with items that can explode. Just…be careful around those chain reactions friendly fire is decidedly unfriendly.
Shooter Smash This battle unleashes all of the shooting items! The Franklin Badge Tour Item is wonderful here, since all the projectiles will bounce right off you.
Pokémon Smash A battle rife with Poké Balls and Master Balls, hosted on a Pokémon stage. If you are playing a Pokémon fighter, the theme is complete!
Fighter Spaces Spaces where someone’s picked up a fighter will turn white. As the turns pass, they’ll slowly return to green and fighters might appear there again.
Warp Spaces These spaces contain pipes. Pipes of matching colors are connected. This is a handy way to avoid foes or reach checkpoints.
Stat Boost Spaces These spaces can boost, lower, shuffle, or swap your stats. As the final battle nears, the effects of these squares increase.
Tour Item: Black Knight Select this for a battle, and it may occasionally aid your smash attack. Instead of a regular old smash, you’ll unleash a one-hit KO!
Tour Item: Boo This Tour Item turns your fighter invisible. You’ll still leave a telltale trail of dust when you run, though. Carefully walk in order to sneak up on foes.
Tour Item: Sidestepper This Tour Item lets you dodge sideways roughly twice as fast as normal, making it even more challenging for your opponents to hit you.
Tour Item: Kat & Ana Using this lets you automatically break your fall when launched toward a wall or ceiling. Especially helpful if you’re the “headfirst into battle” type.
Tour Item: Daisy (Baseball) This Tour Item lets you automatically catch items just by being near them. Perfect for snapping up that Heart Container in the middle of the fray.
Tour Item: Plasm Wraith This Tour Item causes your shield to heal you when it’s struck. This doesn’t mean your shield can’t be broken though; darn you, Mr. Saturn!
Tour Item: Mecha-Fiora This Tour Item raises your attack power as your damage increases. It’s a lot like Lucario’s Aura; having this as Lucario could be flat-out devastating.
Tour Item: Super Scope You’ll start the battle with a Super Scope if you use this Tour Item. Definitely use this if everyone else is bringing projectile weapons to the battle!
Tour Item: Home-Run Bat You’ll start the battle with a Home-Run Bat by using this Tour Item. Wind up and swing at your foes, or throw it at the start to surprise them!
Tour Item: Bob-omb Begin the battle with a Bob-omb by using this Tour Item. Remember though, that hissing sound is the fuse; you shouldn’t hold it for too long!
Tour Item: Ore Club Begin the battle with an Ore Club in hand by using this Tour Item. Swing it, throw it, or charge up and send a whirlwind flying.
Tour Item: Boss Galaga This shuffles around the positions of the other players. Someone’s about to get a Checkpoint Bonus? Disrupt their plans with this Tour Item.
Tour Item: Super Mushroom Enter the battle as a giant by using this Tour Item. Your newfound size is short lived, however, so make the most of it before you’re back to normal.
Tour Item: Franklin Badge This Tour Item lets you start off the battle rocking a Franklin Badge. If a foe started with a projectile weapon, they’re in for a shock!
Tour Item: Rocket Belt This Tour Item lets you throw on a Rocket Belt at the start of the fight. For fighters who can’t recover well, this is a must-have.
Tour Item: Back Shield Start the battle with a Back Shield by using this Tour Item. You’ll be giving an enemy’s blows the cold shoulder with this attack-blocking device.
Tour Item: Ultimate Chimera This Tour Item will happily bring you two fighters from the last opponent you KO’d. Where you placed in the battle won’t matter to it as long as you get a KO!
Tour Item: Resetti This Tour Item will cause one opponent to lose the bonuses from their stat boosts for one battle. Use it near the endgame for maximum effect!
Tour Item: Poison Mushroom Use this Tour Item to shrink a foe at the start of the battle. It’ll be harder to hit them, but the small size makes them easily launchable.
Tour Item: Darkrai This Tour Item will send one of your foes to sleep when the battle starts. A perfect chance to land a charged smash attack. Or to taunt them mercilessly.
Tour Item: Porky This Tour Item “borrows” the effect of the Tour Item a foe used, giving it to you and leaving them with nothing. Try to get the really good ones!
Bonuses: Distance Traveled This bonus is awarded just for moving; that means everyone gets it! Your Speed stat will improve based on how many spaces you moved.
Bonuses: Trophies Used This bonus is based on the number of Tour Items you’ve used and boosts your Arms stat. Traps are counted based on how many times they were activated.
Bonuses: Times Launched Players who got launched five or more times on the board will receive this bonus. It’ll boost your Jump stat based on how many times you got launched.
Bonuses: Booby Prize If a player has two fewer fighters than everyone else, they’ll get this bonus: an extra fighter for free! This fighter could turn the tide in their favor.
Bonuses: Launched Ace Whoever got launched the most on the board will receive this…honor. Hey, if this bonus gives you a shot at victory, does it matter how you got it?
Tour Item: Mr. Saturn This Tour Item will improve your ability to shatter your foes’ shields. With a smash attack, you may just do it in one shot!
Tour Item: Phosphora This Tour Item lets you land right away by pressing é. The shock of your sudden landing, ready to fight, can really throw off a foe’s timing.
Tour Item: Metal Box Use this Tour Item, and you’ll start the battle in metal form. That shiny body means it’s challenging to launch you, but it makes recovering a heavy burden.
Tour Item: Wolfen This Tour Item will start one of your foes at 100% damage in that battle. How mean! Unless it’s Lucario, who’d be more powerful. Why would you do that?
Tour Item: Proto Man This Tour Item will reflect the effect of other Tour Items back at your foes. If they were trying to swap or shuffle, it’ll just nullify those effects
Breaking Your Fall When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.
Grabbing Edges If you grab an edge that someone else is grabbing, you’ll steal it from him or her. So much for first come, first served!
Footstool Jump You can jump on opponents’ heads and use them as a springboard. If they’re airborne, they’ll fall down too.
Clinging to Walls Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though…
Crouch Walking Some fighters can move while crouched if you input diagonally down to the left or right.
Hitstun Shuffling If you input in a direction while taking damage, you’ll shift slightly in that direction.
Shield Break While your shield is up, it’ll gradually get smaller. When it finally breaks, you’ll become dizzy.
Super Armor This is a state where you won’t flinch even while taking damage. Some specials will trigger this.
Turning and Grabbing If you turn around while running and then grab, your grabbing range will be longer than usual.
Eating while Prone Press the attack button while you’re prone to eat a food item that’s fallen nearby.
Wall Jumping Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.
Low Jump If you press the jump button very briefly, you’ll jump lower than usual, which lets you use air attacks against ground-level foes.
Shifting Your Shield You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
Meteor Smash Launching an opponent straight downward is known as a meteor smash. Doing this when there isn’t a platform below is a good one-hit KO method.
Perfect Shield Shielding right before an attack results in a perfect shield. You’ll be able to strike back immediately after guarding.
Catching Items You can catch items thrown at you by pressing the attack button at just the right time.
Smash Throw When you throw an item, quickly press in the same direction as your throw. You’ll throw it farther than usual that way.
Letting Go of Items Press the grab button to drop the item you’re holding. Even an item dropped like this deals a small amount of damage.
Stale Moves Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
Equipment Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
Types of Equipment Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.
Strong Equipment Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up.
Custom Special Moves Each of the custom special moves has different attributes. Choose carefully to create the perfect fighter for your play style!
Bonus Effects You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger.
Magnifying-Glass Damage When you move off-screen, you’ll be shown in a little circle. You’ll gradually take damage while off the screen, so don’t linger!
Throwing Items Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
Mii Fighters’ Physiques Your Mii Fighter’s stats are affected by the size of the original Mii it’s based on. Bigger fighters will be more powerful, while smaller fighters will be faster.
Easy Final Smash Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO’d.
Grab You have to wait at least a second between letting go of opponents and grabbing them again, so be patient!
Shieldstun Shuffling Angling to one side or the other while blocking with your shield will move it very slightly in that direction.
Grab an Item while Airborne You can grab an item in midair by dodging or attacking at just the right time.
Interacting with Equipment Using equipment that raises attack will lower defense at the same time. You know what they say the best defense is a good offense!
Battering Items Battering items aren’t just for swinging! You can also deal a lot of damage by throwing them at foes.
Equipment Types Equipment that increases your defense will also decrease your speed. Best for a tough fighter who will fight until the bitter end!
Equipment Types Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack!
Charge Canceling You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off!
Launch-Trail Colors (Free-for-All) When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4.
Launch-Trail Colors (Team Battle) In team battles, the trail that follows you when you’re launched hard matches the color of the team that the player who launched you belongs to.
When Two Attacks Meet Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air!
When Two Attacks Don’t Meet If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled.
Edge-Grabbing Invincibility When you grab an edge, your fighter flashes and becomes briefly invincible. This won’t happen if you grab an edge again before touching the ground.
Deadly Blow A red and black flash of lightning when an attack lands means that the victim has been hit with enough force to launch them off the screen.
Helpless Falling After using certain specials in the air, you won’t be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though.
Repeated Edge Grabbing Certain moves, such as Ike’s Aether, have limits on how many times they can be used to grab onto edges without touching the ground.
The Three Highest Jumpers #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. Technically Giga Bowser jumps higher, but using a Final Smash form is cheating in this case.
The Three Heaviest Fighters #1 is Bowser, #2 is Donkey Kong, and #3 is King Dedede. The heavier a fighter is, the stronger their attacks are and the harder they are to launch.
The Three Lightest Fighters #1 is Jigglypuff, #2 is Mr. Game & Watch, and #3 is Kirby. Light fighters are easy to launch but can easily escape from combos.
The Three Fastest Fighters #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In Super Smash Bros. Brawl, Fox was #3, but Little Mac is just too light on his feet.
The Three Fastest Walkers Marth and Lucina are tied for #1, with Fox at #3. Walking doesn’t leave you as open as running; patience can be a virtue in battle!
The Three Slowest Walkers #1 is Robin, #2 is Jigglypuff, and #3 is Ganondorf. Don’t worry Robin makes up for that low speed with powerful ranged magic.
Landing after Midair Dodging If you land while performing a midair dodge, you won’t be able to move for a moment. Dodging all the time can actually leave you more exposed!
Reflection Move Stamina Reflection moves tend to break if an attack deals more than around 50 damage. Shots get stronger if reflected, so reflecting back and forth is risky!
While Shielding You can’t walk or attack while shielding, but you can jump. Do an up attack before leaving the ground to immediately strike out of your shield!
Team Colors There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle!
Smash Taunts on Palutena’s Temple In the Palutena’s Temple stage, you can trigger a special Smash Taunt if you use Pit’s down taunt for a brief instant. It’ll only work once per battle.
Crouching’s Defensive Value Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won’t help at all but it looks pretty hilarious!
Smash Taunts on Orbital Gate Assault (Regular Version) If all players press the ZL Button (or equivalent) when choosing this stage, you’ll see a Smash Taunt…as long as Fox and Falco aren’t in play.
Smash Taunts on Orbital Gate Assault (Special Version) If all players press the ZR Button (or equivalent) when choosing this stage, you’ll see a special Smash Taunt…as long as Fox and Falco aren’t in play.
Reversing Side Specials Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too.
Changing Direction and Attacking With most fighters, you can turn around while dashing and then quickly press a button to deliver a strong side attack or a side smash.
Dangerous Shielding If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield!
Directional Taunts Some taunts are different depending on which way the fighter is facing. Captain Falcon’s down taunt and Rosalina & Luma’s side taunt are examples.
The Jump Masters #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
The Top 3 Lifting Legends Who moves fastest while carrying heavy items? #1 is Bowser, #2 is Donkey Kong, and #3 is King Dedede. DK can even jump with a crate! So strong!
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