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Super Smash Bros. Brawl Character Guide
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Death Dark
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Super Smash Bros. Brawl Character Guide
«
on:
June 09, 2008, 06:23:02 AM »
If someone will help me, I'd like to compile a list of the movesets of all of the Brawl Characters, in any order. Use whatever format you want, but it'd be nice if you could include other details beyond what they do, such as damage, damage types, and the like.
Note any changes made to special attacks due to the airborne factor.
Characters in plain text do not have character guides written yet.
Mario
Luigi
Princess Peach
Bowser
Yoshi
Wario
Donkey Kong
Diddy Kong
Link
Zelda
Sheik
Ganondorf
Toon Link
Samus
Zero Suit Samus
Pit
Ice Climbers
Rob
Kirby
MetaKnight
King Dedede
Olimar
Fox
Falco
Wolf
Captain Falcon
Pikachu
Squirtle
Ivysaur
Charizard
Lucario
Jigglypuff
Marth
Ike
Ness
Lucas
Mr. Game and Watch
Snake
Sonic
«
Last Edit: June 19, 2008, 03:03:49 AM by Death Dark
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Super Smash Bros. Brawl Character Guide: Ganondorf
«
Reply #1 on:
June 09, 2008, 06:58:27 AM »
Ganondorf
At first, Ganondorf is the least attractive character to play as. He's ugly, slow, and he can't really jump very well. He's just not as attractive to play as compared to Captain Falcon, Sonic, or the characters from Star Fox. However, the secret comes to those who look beyond the immobility of Ganondorf, when they discover that not only is Ganondorf the heaviest character in the game (doesn't fly very far upon being hit), but he is also the strongest character in the game. If you're looking for vast, raw, unadulterated power, Ganondorf is your choice. With Ganondorf, there is also a "Damage Ceiling." No character that Ganondorf is fighting can survive after acquiring a certain amount of damage. Somewhere between 200% and 250% damage, a character is prone to instant death by any of Ganondorf's attacks successfully landing (except the "Dark Choke," for obvious reasons).
Normal Attacks
"A"
Damage Types: Arm, Stun
Description: This is a simple palm-thrust of an attack. It's quick, short-ranged, and doesn't do much damage. However, it can stop many lower damage attacks, and temporarily stuns the opponent, sending them skidding back a little. This is best used to stop fast characters from charging, or to stop lower-damage lunge attacks. This can be used on opponents who are trying to recover; the stun is enough to kill them most of the time.
"A + Side"
Damage Types: Leg
Description: The simplest way to describe this attack is as "the Spartan kick." It's a sturdy thrust of the foot. It does some moderate damage, and has some good knock-back. Though not a particularly killer attack, it's still one to keep in mind.
"A + Down" or "Crouch + A"
Damage Types: Leg
Description: Like the "A + Side" attack, it's a foot-thrust, though this time at a lower level. It's pretty useful for snagging dash-attacks from quick opponents, but it's not particularly useful. The "Down Smash" is the better used of the two.
"A + Up"
Damage Types: Explosion
Description: A self-charging, self-releasing attack. It's about the same charge length as the Warlock Fist, but quite different. Ganondorf brings a leg up, begins charging (this process pushed standing enemies away), and brings his foot down with a massive explosion. This is a definite killer, though it is tricky to time. The explosion happens on the ground, so it's not that great against airborne foes, though Ganondorf's arsenal makes up for this. However, the attack is effective against foes hanging on the edge, so get those trying to recover with a preemptively charged one of these.
"Lunge" or "A While Running"
Damage Types: Arm
Description: Just what you expect out of Ganondorf, this move is a shoulder-lunge into your opponent. It's pretty good knock-back and damage wise, but it's most obvious use is the ability to rush the opponent and do damage.
Aerial Attacks
"A"
Damage Types: Leg
Description: A good, sturdy double-kick, this move isn't anything special. Out of all of your options with Ganondorf in the air, this is the last one you should choose, unless the quicker, less damage is what you wanted.
"A + Forward"
Damage Types: Arm
Description: This almighty fist is a definite damage attack. It debilitates Ganondorf for a small bit afterwards, but its power is more than enough to make up for it. Best used against grounded opponents, or at least over the ground, this is not a good idea to use while chasing opponents (there are much better uses of your time), but is great for coming down with a bang.
"A + Backward"
Damage Types: Arm
Description: "The Back-Hand" is a great description for this. As are many "A + Backward" moves in brawl, this is a very powerful move. Great for knocking back enemies and doing a very healthy dose of damage. One of the better moves to use against a recovering foe, but it's nothing compared to a good "A + Down."
"A + Down"
Damage Types: Leg, Meteor Smash
Description: A double-foot thrust down onto your opponent. This is a massively powerful attack, and is capable of sending a grounded opponent to their death off of the top of the stage. Over the stage, this move sends airborne opponents hurdling into the ground, causing secondary damage, and over the open air of off-stage, this move is a sure-fire killer if it hits.
"A + Up"
Damage Types: Leg
Description: Known in soccer as the "bicycle kick," this is one of Ganondorf's more surprising attacks. It's relative speed, and the fact that it's a double-attack, leads one to think that it wouldn't do much damage. However, that is a very poor assumption. Though it's not as powerful on less damaged opponents, this kick can send high-recovering opponents to their death. The launch from this doesn't always correspond with the kick direction, so it doesn't quite matter where you're facing, so long as you hit.
Smash Attacks
"Side Smash"
Damage Types: Dark, Arm
Description: As taught in many kinds of martial arts, the best way to get easy power from your attacks is to hit with the knee or elbow. This idea is taken to heart by Ganondorf's "Side Smash," which is an elbow-thrust that, when fully charged, rivals the power of his "Warlock Fist." The launch direction of this attack is somewhat odd. Normally it's an upper-forward launch (roughly 45
o
), but as the strength increases, it gains more and more straight upwards launch, as can be witnessed by releasing it at full power. This move has a little more command-to-attack lag than most of Ganondorf's attacks, but it pays off in the end.
"Down Smash"
Damage Types: Leg
Description: One of the better ways to get a group off of you, Ganondorf's "Down Smash" is a two-part kick that covers you against ground based opponents on both sides. The first kick is to the front. It doesn't do much damage on its own, but knocks opponents behind you. Why do you want an opponent behind you? Because then comes the next kick which does the damage, and sends anyone behind you flying.
"Up Smash"
Damage Types: Leg
Description: Like the "A + Side" Normal Attack, the "Up Smash" is a very nice kick. The "Up Smash," however, can be charged, and does very much more damage. The leg does not fully extend upwards, meaning that opponents that are slightly behind you may not get hit, but its slight forward range gives it a slight advantage if used correctly. This should be used to counter falling opponents rather than the "A + Up" Normal Attack.
Special Attacks
"Standard Special" or "Warlock Fist"
Damage Types: Special-Direct, Arm, Dark
Description: A self-charging, self-releasing punch, the "Warlock Fist" is Ganondorf's most powerful attack (maxing out at a whopping 35 damage). However, the damage isn't the only specialty about it, the "Warlock Fist" also features some devastating launch capabilities. Charging this attack leaves the user prone to attack, so timing is the key here. This attack can be changed direction almost immediately after charging begins, but the timing for this must be exact, and it can only happen once. Not only does the ability to turn around allow a safe-guard, but it slightly adds power (to an uncertain extent). This move behaves the same in the air as it does on the ground, allowing you to begin charging before you land.
"Side Special" or "Dark Choke"
Damage Types: Specials-Direct, Dark (Explosion, Throwing, and/or Arm may or may not be included)
Description: The "Dark Choke" is a satisfyingly evil little attack. While it features no proper launch abilities, and its damage done is minor compared to most attacks, the "Dark Choke" is superbly unique due to how it works. On land or in the air, the move begins with Ganondorf pausing, and then dashing in the chosen direction with a fist full of pwn that he's going to pull on someone. On the ground, Ganondorf will pick his opponent up by the throat, and blow them up. Since it's a grab, it can't be blocked, only evaded. The explosion will always shoot them directly down to the ground, and will not launch them in any way. However, it does leave them on the ground, and unprepared foes are then prone to a "Wizard's Foot" or "A + Down" Aerial Attack. In the air, however, Ganondorf will, again, grab his target by the throat, and then plummet with them to the ground. Upon contact, a large explosion will occur, though the opponent stays on the ground after the attack. If this is done with no stage below to catch you, you will plummet to your death, with your foe unable to escape. The death is considered simultaneous, and a kill for both parties. While the "Dark Choke" is a legitimate recovery, it disables any extended recovery, so use it last.
"Down Special" or "Wizard's Foot"
Damage Types: Specials-Direct, Dark, Leg
Description: The "Wizard's Foot" is obviously a "Falcon Kick" in disguise. However, this kick is much more potent than what Cpt. Falcon can whip up. On the ground, Ganondorf takes off in the direction he's currently facing, his foot extended and covered in dark energy. The attack doesn't do a very significant amount of damage (roughly 15% or so), but it does tend to send the opponent flying quite a ways. In the air, this attack sends you in a downwards and forwards angle (somewhere between 45
o
and 90
o
) with devastating force. If someone is too close when the attack begins, they're either shot off in another direction (generally when not enough of them is within the attack's effect range) or they're caught up in the attack. When the "Wizard's Foot" lands on the ground, it produces more damage and hits in an extended radius around Ganondorf. Any opponents who got caught in the attack earlier will receive a second dose of damage. Note that if the ground is too far away, Ganondorf will lose momentum, and simply begin falling. You can perform normal aerial moves after the "Wizard's Foot" is finished.
"Up Special" or "Dark Dive"
Damage Types: Dark, Specials-Direct (Explosion, Throwing, and/or Arm may or may not be included)
Description: Another leftover move from when Ganondorf was a Cpt. Falcon clone, the "Dark Dive" is an up and forward (somewhere between 45
o
and 90
o
) launching attack that allows Ganondorf to grab onto opponents, and blow them up. Unlike the "Dark Choke," the "Dark Dive" has a very potent launch ability that is a fantastic killer. If your opponent is slightly out of range, or is immune to grabs, the "Dark Dive" will revert to its second type, and punches the enemy instead. This punch isn't very potent, but it's enough to knock the enemy back a good ways, and can kill at higher damages.
"Final Smash" or "Beast Ganon"
Damage Types: N/A
Description: Upon using the "Final Smash," Ganondorf transforms into Beast Ganon from
The Legend of Zelda: Twilight Princess
. The initial transformation causes Beast Ganon to stomp, grounding all opponents that are too close. If you're in the direct line of sight of Beast Ganon you will also be temporarily paralyzed. Beast Ganon then charges in the direction he is facing, doing massive damage to anyone in the way. Though it won't kill at 0% damage, it's likely to kill in all practical situations. At the end of the move, Ganondorf appears where he stood beforehand.
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Last Edit: June 15, 2008, 12:42:29 AM by Death Dark
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Super Smash Bros. Brawl Character Guide: Snake
«
Reply #2 on:
June 10, 2008, 04:36:19 AM »
Snake
Normal Attacks
"A"
Damage Type:Arm
Description: A simple punch, can be pressed 3 times in succession to perform Snake's punch, punch, kick combo.
"Running A"
Description: Snake does a somersault knocking into the opponent.
Smash Attacks
"Side + A"
Damage Type:Explosive
Description: Snake pulls out an RPG and aims it at the ground in front of him, this move can become especially devastating if charged by holding down "side A".
"Up + A"
Damage Type:Explosive
Description: Snake sets up a mortar and fires a round into the air, the longer the move is held, the higher the mortar round will travel. The mortar is especially good for setting up air combos or finishing off an opponent while they're in the air.
"Down+A"
Damage Type:Explosive
Description: Snake digs a hole and plants a Claymore Anti-Personnel Mine. Note(s): The claymore doesn't discriminate on friend or foe, or Snake for that matter, the claymore will blow up on the first person who steps on it. Only one claymore can be planted at a time.
Special Attacks
"Standard Special:Fragmentation Grenade"
Description: Snake throws a frag grenade that explodes when it hits someone, or after a period of time.
"Side Special:Nikita Missile Launcher"
Description: Snake pulls out his Nikita Missile Launcher and fires a missile that can be directed using the analog stick. For experienced Snake players, the Nikita is extremely useful for obtaining a Smash Ball. Note:The missile can be deactivated by pressing Z+B (if I remember correctly, been a while since I played Brawl).
"Up Special: Cypher"
Description: Snake pulls out a Cypher Camera Unit (as seen in Sons of Liberty during the Big Shell Incident), and uses it to fly up. The Cypher can travel extremely high up, and must be used with caution as to not commit suicide while flying back up.
"Down Special: C4"
Description: Snake plants a C4 Plastic Explosive, and then it either detonates after a period of time, or it can be manually detonated by pressing Down+B. C4 is useful if someone knocks away your Cypher, drop a C4, then instantly explode it, causing you to take damage, allowing you to use the Cypher again.
"Final Smash" or "Grenade Launcher"
Snake calls in a helicopter, which he jumps onto the rope ladder hanging from it and pulls out a grenade launcher with 6 rounds that can be reloaded only once. This move can be extremely devastating if you know how to lead a shot. Best used when your enemies group together. There is a timer on this move, but it is recommended to use all your shots instead of just letting time run out.
«
Last Edit: June 17, 2008, 01:42:55 AM by Dr. F.G. Hobo
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Super Smash Bros. Brawl Character Guide: Lucas
«
Reply #3 on:
June 10, 2008, 05:36:42 AM »
Lucas
Weight: Low Medium
Speed: Medium
Strength: High Medium
Ground Attacks
A
Kick: A basic kick. No KO Potential. About 1-3% damage.
AA
Double Kick: Same as the first, just phase two of the three part jab combo. Also no KO potential.
AAA
Spin Kick: The finisher to the jab combo. Slight knockback, potentially lethal closing in on Sudden Death percentages.
Up Tilt (^ A not smashed)
PSI Kick: A quick upwards kick. At low percentages, the hit opponent can be easily juggled. At high percentages it has some KO potential.
Forward Tilt (> or < A not smashed)
PSI Sweep: A quick sweep of PSI energy. Relatively high knockback at even low percentages. Good if you're in need of a quick spacing attack.
Down Tilt (v A not smashed)
Low Kick: Lucas kicks close to the enemy's feet. This move has a high rate of causing your enemy to trip, however it has almost no flinch potential and next to no range.
Up Smash
PSI Blast (PK Love?): A very strong, very laggy blast of PSI energy. Best used as a surprise attack. It has surprising horizontal and vertical range, so it could hit where you expect it not to. Kills at around 55% and higher if sweetspotted.
Fun Facts: Some people think this is the energy released when Lucas pulls a Needle, like in his victory pose. That's not true. Judging on its strength, it's more likely to be a controlled version of PK Love.
Down Smash
PSI Barrage: A three shot PSI gun. It too has somewhat surprising reach, even able to hit behind Lucas at close enough range. If your opponent is heavy and at low percentages, all three can hit. The move has good knockback, so it is another good kill move. Since it hits on both sides of Lucas, it can be used to punish someone constantly rolling around you.
Forward Smash
Stick: Lucas swings his signature weapon, a common stick. It's a fast attack with plenty of strength behind it. Like Marth's sword, it's most effective at the tip. Also, it comes with one invincibility frame, I believe as he's swinging it. During this frame attacks pass through him. This invincibility frame is shared with a few of his other moves, most notably his Dash attack and PK Fire. The stick is capable of reflecting any projectile, no matter what kind. It tends to shoot Snake's Nikita rocket into the ground, however.
Aerials
Neutral Air
PSI Spin: Lucas covers himself with PSI energy and spins. The move has very low priority, but can cause major damage and lead into a combo.
Back Air
PSI Flip Kick: Lucas flips and kicks directly behind him. A few frames in the attack are a Meteor Smash, however it's one of the game's hardest to pull off effectively. The move is easy to combo with, especially at low percents or if you pull the Meteor Smash off over the stage. As with most Meteor Smashes, if this one performs correctly it's certain death. The kick also carries small upwards momentum with it, so it augments the second jump, and can be used as a risky, yet surprising recovery move.
Forward Air
PSI Kick: A powerful PSI powered kick. It has more reach than Lucas' other aerials, so it's a good advance. It also has deadly knockback at higher percents around 100 or so.
Up Air
Headbutt: Lucas headbutts the opponent. It's a strong upwards attack good for attempting to kill in the air. It has very little reach, like most of his aerial moves, however, so it's a bit risky.
Down Air
PSI Dowards Kick: Lucas kicks a few times, releasing a shower of PSI energy each kick. The final kick is a spike, however unless the opponent is at high percents, it's somewhat easy to return from.
Specials
B
PK Freeze: A faster moving version of Ness' PK Flash, and much more useful. The move is capable of covering the distance of half of Final Destination, give or take. It's a pretty good edge guarding move, and can hit the opponent multiple times after being frozen. Whether or not it adds to the time they're frozen is currently unknown, but it does rack up damage.
Up B
PK Thunder: A two part attack. The initial attack is a controllable missile of electricity that can hit an opponent multiple times. If used correctly, it's a great edge guard, since you can stagespike people with it. You can also effectively execute mindgames with it. Unlike Ness', Lucas' PK Thunder travels slower in tighter arcs, making it easier to control.
PK Thunder 2: If you hit yourself with PK Thunder, then you become an electrically charged human missile. You can only travel in one direction for a short amount of time, but the attack hits multiple times. Both the startup of the attack and the last bit of it are stronger than the middle hits, and are capable of a KO.
Side B
PK Fire: A fast ranged attack. Instead of creating a pillar of fire upon impact like Ness', Lucas' PK Fire explodes on contact, with more knockback. It is one of Lucas' most useful moves, and has a number of glitches to go with it, including the Zapjump and Wavebounce.
Down B
PSI Magnet: An energy absorbing attack. Lucas' can cause damage to opponents that are standing close enough to it when it's deactivated.
Can Absorb: Can't Absorb:
PK Fire Needles
PK Thunder Missiles
PK Freeze Oil Panic
PK Flash Explosions
Din's Fire Nayru's Love
Thunderbolt Waddle Dees, Doos, or Gordos
Thunder Shock Pikmin
Fireballs Water Gun/FLUDD
Lasers Any Final Smash related lasers
Waddle Doo Electricity
«
Last Edit: June 10, 2008, 05:45:57 AM by Death Dark
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Super Smash Bros. Brawl Character Guide: Falco
«
Reply #4 on:
June 15, 2008, 12:19:58 AM »
Falco
Falco is a quicker power character. Though he doesn't boast as much raw power all around as Ganondorf and Ike, Falco has a few more tricks than they do. Falco, being a bird, is also the best jumper in the game (in terms of individual jumps) and has air-attacks to back himself up while there. Falco is also one of the few who can use "Slash" type attacks without a sword (Fox being the only other one, due to the Fox Illusion).
Normal Attacks
"A"
Damage Types: Arm, Slash
Description: Tapping "A" a few times will result in a series of quick, slicing attacks. However, if you get it going right, you can end up with a very fast, rapid-strike slicing attack. The easiest way to do this is to hold the "A" button, and the move will initiate itself and continue as long as you're holding the button.
"A + Side"
Damage Types: Leg
Description: This attack for Falco is a mundane side-kick. It's power and speed are both average, and it is nothing special on its own.
"A + Down" or "Crouch + A"
Damage Types:
Description:
"A + Up"
Damage Types: Arm (Slash may or may not be included)
Description: Three quick swings of the arm to damage the opponent. Not much good on their own, but there's very little input-to-action lag on this move, so it's one of those to stop someone quickly with, though Falco can easily get out of the way.
"Lunge" or "A While Running"
Damage Types: Leg
Description: A simple flying kick. It's not much in the way of power, but all "Lunges" serve the similar purpose of hitting your enemy while running.
Aerial Attacks
"A"
Damage Types: Arm, Slash
Description: Three quick strikes. Much like his "A + Up" Normal Attack, it's not much in terms of power, but it's quick.
"A + Forward"
Damage Types: Head, Slash
Description: This move causes Falco to quickly begin to rotate horizontally in the air. His beak lands a quick series of strikes that can cause some damage if used at the right time. Not a very good move to use on someone trying to recover, but, like all of Falco's moves, if it's not powerful, it's quick.
"A + Backward"
Damage Types: Leg
Description: A stern kick to the rear of Falco. This move is more potent in terms of launch than in terms of damage, but it's a very good way to get someone off of you. You can also use it easily on recovering foes to send them back off the side of the screen. At a certain amount of damage, they have no hopes of recovering.
"A + Down"
Damage Types: Leg
Description: At first, the spin on this attack makes you think it's another quick attack. The truth, however, is quite the opposite. This attack really only strikes once, close to the beginning of the spin. However, the push given off by this attack is vastly surprising. Not only can it send someone straight down to their doom, but it also provides a bit of spin to it, meaning that they may, instead, be shot under the stage, or further out into open air. This is the recommended move to use against recovering foes.
"A + Up"
Damage Types: Leg
Description: The timing on this move takes a bit to get used to. It's a quick upwards flip, followed by a kick. The kick's power makes it one of the most effective moves in Flaco's arsenal. When used against someone high in the air, death is almost always assured.
Smash Attacks
"Side Smash"
Damage Types: Arm, Slash
Description: Falco's "Side Smash" is a powerful two-handed slam. It's Falco's best killer move, and covers some minor distance when used. This smash also covers some up and all of upper-forward.
"Down Smash"
Damage Types: Leg
Description: When this attack begins charging, Falco stands on his toes, preparing to attack. When released, he quickly ducks to the ground, doing a split in the process. This attack hits low forward and backwards at the same time, though it has more trip power than actual hit power.
"Up Smash"
Damage Types: Leg
Description: Falco crouches in preparation, and then jumps up for a flip-kick. This attack is fairly powerful, and hits nearly all directions around Falco.
Special Attacks
"Standard Special" or "Blaster"
Damage Types: Special-Indirect, Weapon, Energy
Description: Falco's blaster would appear to be Fox's blaster at first. However, Falco's blue blaster bolts have a longer range than both Fox's and Wolf's. In return, it has slightly less power than Wolf's and less speed than Fox's. The blasts, however, have a small bit of stun on them, meaning they can foil recovery efforts. On the ground, the blaster can make repeated shots at a steady pace, though in the air, the blaster becomes semi-automatic, meaning it can shoot as fast as you can hit the button.
"Side Special" or "Falco Phantasm"
Damage Types: Specials-Direct, Slash
Description: <forte> Like Fox, Falco's Side B shoots him forward very fast. Although it flies straight sideways, it is Falco's best method of recovery, and also the easiest way to get yourself killed. If done correctly, you can limit its distance by pressing B after the initial attack has been done, but you must react fast, since the attack itself is impressively fast as well. If it hits in air, it is a meteor smash, making any edgeguarding attempts almost useless. </forte>
"Down Special" or "Reflector"
Damage Types: Specials-Direct
Description: Though not really a legitimate attack, Falco kicks his reflector out in front of him. This hit does minor damage, but it has a bit more stun to it than his blaster does. The reflector needs to be facing the direction that a projectile is coming from in order to be effective, though it does protect Falco's main body for a brief moment at the very end. The fact that he kicks it allows you to return enemy attacks earlier, meaning that you don't waste their range, as well as the fact that it'll clear out some enemies. Due to it's kick, Falco, unlike Fox and Wolf, requires more timing to reflect properly, and cannot stand as an invincible fortress against projectiles.
"Up Special" or "Fire Bird"
Damage Types: Specials-Direct, Fire
Description: The "Fire Bird" is almost identical to Fox's "Fire Fox." When the attack begins, a weak burst of fire comes off of Falco, clearing away enemies that are too close. This fire can still burn those who don't attack through it, but it's not good protection. During this charging period, hold the control stick in the direction you want the attack to go, default being straight up. Once the attack is fully charged, it automatically releases, and Falco flies head-first, covered in flames, in the chosen direction.
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Last Edit: July 14, 2008, 02:56:00 AM by Death Dark
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Super Smash Bros. Brawl Character Guide: Marth
«
Reply #5 on:
June 19, 2008, 12:58:26 AM »
Marth
Weight: Medium
Speed: Fast
Strength: Mid Strong
Character Summary:
Marth is one of the few characters who saw very little change from Melee. All of his attacks stayed the same, save for his neutral B. However, the most noticeable change in Marth is the new found lag in his attacks. He no longer really has that unimaginable combo power, but is still very fast and very strong. His most powerful attacks are the ones he hits with the very tip of his sword.
Ground Attacks
A
Slash: A basic swipe of the sword. Damage varies depending on where you hit. A hit with the tip can probably do about 6%.
AA
Slash: Same crap. Marth has no real jab combo like everyone else. He simply swings his sword.
AAA
Slash: More swinging. Kind of repetitive. These attacks are a good annoyance tactic, however.
Up Tilt (^ A not smashed)
Upwards Slash: Kind of like his normal A except it's directed upwards. It's much better for keeping people in the air than his up smash.
Forward Tilt (> or < A not smashed)
Swipe: A somewhat strong swing. It's a bit faster than his normal A.
Down Tilt (v A not smashed)
Crouch Stab: A quick stab at the feet. This attack actually makes Marth move, so it's a pretty decent spam attack.
Up Smash
Upwards Stab: Marth stabs upwards. The sword has very little horizontal reach like this, but the attack is overall quite strong. It's best used as a surprise attack.
Down Smash
Double Swipe: Marth swipes his sword along the ground first in front of him, then behind him. It's a good crowd control move, and takes care of people rolling all around you.
Forward Smash
Power Swing: Arguably Marth's strongest attack. It carries insane knockback, especially at the tip, able to kill in the 50-60% range.
Aerials
Neutral Air
Double Swing: Marth does a quick spin in both directions with his sword. This attack has seen considerable nerfing since Melee, being slower, weaker, and a bit laggy. It's still a decent attack.
Back Air
About Face: Marth attacks behind him and turns around in air. To perform it twice in a row, you would need to tilt the control stick the other way.
Forward Air
Aerial Swing: Considered by most to be Marth's best aerial attack. Marth uses a quick swing that can easily hit over and over as you drive your opponent off the stage. The most famous execution of this attack was the "Ken Combo", which combined Neutral Air with Forward Air off the stage into a Down Air spike. Almost an assured kill. Although harder to pull off in Brawl, it can still be done to some effect.
Up Air
Upward swipe: Marth does a flip in the air and swings his sword upwards. Overall, it's a good juggling attack.
Down Air
Downward Slash: Marth swings his sword quickly under him. If hit at the right time, the attack is a spike, and will of course send your opponent jetting down. Using it for anything other than attempting to kill your opponent will get you into trouble, since it creates a ton of lag as Marth himself tries to recover from it.
Specials
B
Shield Breaker: From a slash to a stab, Shield Breaker returns. This attack is primarily just as its name suggests - a shield breaker. A good tip hit will almost certainly break or severely reduce your opponent's shield, or else send them flying off. If you need horizontal recovery, you can use it once to provide a little movement in air.
Up B
Rising Dolphin Slash: A quick upwards slash, much more powerful if used from the ground than in the air. It brings Marth up a fair distance, so it's best used as a recovery or a surprise attack.
Side B
Dancing Blade: A four stage sword attack. After the first swing, you can choose which of three directions you want to use the attack in - up, down, or sideways. The end result is normally the only noticeable change, either it ends with an upwards slash, a normal, strong and quick swing, or a series of multiple low stabs. The first swing can be used once for horizontal recovery.
Down B
Counter: A signature move of the Fire Emblem characters. As its name suggests, it's nothing more than a simple counter. It is capable of countering anything that isn't a Final Smash, and returns damage at 1.5x the amount Marth would have taken.
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Last Edit: June 19, 2008, 03:02:38 AM by Death Dark
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Re: Super Smash Bros. Brawl Character Guide
«
Reply #6 on:
August 10, 2008, 09:16:26 PM »
Ike
Weight:Medium-Heavyweight
Speed:Moderately Slow
Strength:Very Strong
Ike is one of the big powerhouses of Brawl, being able to kill at rather low damage percentages. His regular jumps leave quite a bit to be desired, but this compensated with the upwards range that Aether has,he also has amazing recovering ability with Quick Draw, being able to be near death at the side edge and dash all the way back. His smash attacks are nothing less-than devastating killing from as low as 20-35%. Most, if not all, of his attacks have incredible range, without losing any potency.
Normal Attacks
A
A quick punch to whatever is in front of him, no killing potential with just this.
AA
A punch then a forward step kick, once again, still no killing potential.
AAA
Here's where you can possibly kill someone. Ike does a punch, the forward step kick, then does a overheard swing with his sword. With each move, Ike moves forward. This is a good damage building combo before moving in for the kill.
Tilt Left/Right+A
Ike slashes horizontally. This move has horrible lag, but has wonderful knockback.
Tilt Down+A
Ike slashes parallel with the ground. Similar to Marth's, except stronger and has better range.
Tilt Up+A
Ike holds his sword parallel to the ground, and does a little bunny hop and hits whatever is above him. This is would APPEAR to have little range, but is excellent for hitting opponents on a platform above you.
Running Tilt Left/Right+A
Ike runs at his opponent and performs a sweeping, horizontal slash. Not one of the best, but it, like many other of Ike's move, has good enough range to clear out a few enemies who are bunched up.
While In Air
Neutral Air
Ike spins his sword around him 270 degrees. Because of its wide arc, it's useful for hitting opponents who are continuously dodging.
Up Air
Ike spins his sword above his head in a helicopter motion. This is one of the few of Ike's attacks that has limited range. This is compensated by that long duration of the attack.
Down Air
Ike performs a down thrust with his sword. If you hit your opponent with the blade, it will meteor smash said opponent.
Forward Air
Ike does an overheard swing with his sword with reaches to below him. This is his most ranged aerial.
Back Air
Ike quickest aerial attack. He simply swings his sword behind him. This move has good killing potential.
Smash Attacks
(This is where Ike really shines.)
Left/Right Smash
Ike performs an overheard swing with his sword. This is the killing move of choice with Ike. It has the knock-back of a semi truck. It also has incredible range and will kill at very low percentages. This move has quite a bit of lag, so needs to be timed accordingly.
Up Smash
Ike slash horizontally at the air above him. This is good for picking up the kill on an opponent who's falling to the ground. I personally prefer to use it to clear out any enemies to the left or right of me. This move also has great range for whatever purpose you use it for.
Down Smash
Ike slashes the ground to the left and to the right of him. This is a good crowd control move considering it trips up any enemies it hits. Not the best killing move, but it has wonderful range, and incredible speed for a smash attack.
Special Attacks
B
"Eruption"
Ike plunges his sword into the ground and creates a spout of fire from the site of impact. This is a good move to clear enemies to the left and right of you, it can also be used if you're descending onto an opponent and hitting them in the head with it. It's not as killer as Ike's over smash, but can kill at damages around 65% and up, even lower if charged.
Left/Right+B
"Quick Draw"
Ike assumes a stance with his sword crossed over his chest. When Left/Right+B is released, Ike dashes forward slashing at the first thing he runs into. This doesn't have much killing potential, but is very useful for getting across stages, or recovering from far distances.
Down+B
"Counter"
Ike assumes a defensive stance, and if hit while in this stance, Ike will block and retaliate with a slash, reflecting back x1.2 damage, doing a minimum of 10% damage. The downside is, Ike's retaliation slash is slower than Marth's, but it is stronger.
Up+B
"Aether"
Ike's signature move. He throws his sword in the air, the sword spins for a second, Ike jumps up, catches it, and then slashes down to the ground. At the beginning of Aether, Ike has super armor, which makes him basically invincible. It is useful for recovering against an edge-guarder because Ike's sword will damage them giving him a chance to grab the edge.
Final Smash: Great Aether
Ike swings his sword, creating a flare of fire. If either his sword or the flare hit an opponent, they are then basically screwed. Ike takes his enemy into the air and then proceeds to beat the living crap out of his opponent with punches, kicks, and slashes, then finishes it off with a giant, fiery, explosive, pile-driver. Great Aether will kill at as low as 15-20% as long as the top edge isn't too high. The only way to escape Great Aether is to have Ike get hit with Kat and Anna, or Latios and Latias. Here's an illustration of Great Aether.
Sorry it's so small, it's the only one I could find.
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Last Edit: July 11, 2009, 02:27:04 PM by Hobo
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