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Damage Guide

by Xen0nex

Super Smash Bros. Brawl
Character Damage FAQ
Version 1.25

=====Contents=====

*About
*Explanation of Testing
*Terms
*Misc
*Characters


=====About=====

This FAQ will list the damage done by most of each character's attacks.
I have not yet included information on Final Smashes, attacks made while
 grabbing an enemy, or attacks you make when standing back up after a fall.
  Also there is a little bit of information on each character's fighting 
style or special notes.
  This guide is primarily for the curious, as many other factors besides just
raw damage, such as knockback, speed, and lag, affect a move's effectiveness.
The characters are listed according to their icon placement in the SSBB
character select screen, going from top to bottom, left to right.
Use the 'Find' function (press the 'Ctrl' button and the 'f' button
at the same time) and search for a character's name in [square brackets] 
to find them.  Both Japanese and English names are given, in English 

Updates:

20/1/08 - Updated various attack effect descriptions.
22/1/08 - Updated various attack effect descriptions, expecially Kirby,
 Wario, and Dedede.
24/1/08 - Updated various attack effect descriptions, including certain Final
 Smash effects in Giant Brawl.
25/1/08 - Updated various attack effect descriptions, corrected mistake that
 implied I could bend the laws of space-time and calendars.
26/1/08 - Updated various attack effect descriptions, especially Link and Toon
 Link's bomb damage conditions, and Ganondorf's B^
26/1/08 - Updated various attack effect descriptions, especially for Zelda
 and Ganondorf, and Snake.
11/03/08 - Updated various attack effect descriptions, especially on listing 
'spikes,' added information on 'unflinching.'
13/03/08 - Updated various attack effect descriptions for Fox, Falco and Wolf.
19/03/08 - Updated various attack effect descriptions.



=====Explanation of Testing=====

These tests are with the initial Japanese copy of the game, purchased on 
January 31st, 2008.
All tests in Training Mode on Battlefied vs. Koopa/Bowser (The high weight 
makes it easier to land multi-hit attacks).  This also means the damage 
listed is theinital damage for the attack, before attacks get weakened in the
 casewhere you use the same attack over and over again.

All directable > attacks (Such as A> And Smash> for most characters) are done
 at horizontal level, instead of tilting up or down.  Tilting up usually 
increases the damage a few (0~2) points and raises the angle the enemy gets
 hits flying, for many characters.  Tilting down usually decreases the damage
 a few (0~2) points and lowers the angle the enemy gets hits flying, for many
 characters.  

All ledge attacks were performed with character's damage at 0%, and the enemy
right at the edge.

All damage for attacks is listed as the maximum possible damage the attack will
do, if all hits land on the opponent.  If it is a multi-hit attack, 
the number of hits will be listed in brackets after the attack, and separated 
with a'-', e.g. 32 (15-17) means an attack does 30 damage total, 15 on the 
first hit,
and 17 on the second.  A '~' indicates the move does variable damage for
some reason, e.g. 10~8 means the moves deals between 10 and 8 damage in 
various circumstances.  Usually I try to point out what circumstances
these are.  The note "if all hits land" means that the stated damage will only
occur if all of the individual hits connect with the enemy, which may or
may not happen depending on circumstances for that particular move.

As a note, the SSBB engine seems to record the damage for each character in 
fractions or percentages, such that the displayed health for a character or
move may nto be entirely accurate, such as doing two consecutive 4 damage
attacks to an enemy, and them having a total of 9 damage afterwards, implying
the attacks actually did something like 4.5 damage or something.  I mostly 
ignored this, so all damages here may differ 1 oe 2 points in play depending
on the situation.


=====Terms=====

This is an explanation of some of the terms, as used in this FAQ.

All references to 'character' or 'you' mean the fighter you are currently 
controlling, and all references to 'enemy' mean the person you are attacking.
  All references to character positions mean the character being controlled,
e.g., '30 above head, 26 in front,' means the attack does 30 damage if the 
enemy is above your head, and 26 damage if the enemy is in front of you.
Likewise, '20 at heel, 5 otherwise,' means the attack will do 20 damage
if you hit the enemy with your heel, and 5 damage if you hit with a part
other than your heel.

"First hit knocks enemy away," means that for a multi-hit attack, the first 
hit will push the enemy out of range for the subsequent hits, so the only way
top get the maximum damage is to use it while they are frozen, or stuck in
the ground or something.

A sexkick is an attack that lasts a little while, and gets a little bit weaker 
the longer is is out.

Neutral aerial attack = Nair
Forward aerial attack = Fair
Backward aerial attack = Bair
Upward aerial attack = Uair
Downward aerial attack = Dair

Fthrow = Forward throw
Bthrow = Backward throw
Uthrow = Upward throw
Dthrow = Downward throw

FSmashv = Downward smash with the enemy in front of you.
BSmashv = Downward smash with the enemy behind you.

A 'spike' refers to any move which will send an airborne enemy downwards...
really fast... as determined by my subjective judgement.  I make no 
distinction between 'spikes' and 'meteor smashes' because I do not know how
to tell the difference.  I may not have labelled all spikes yet.

'Helpless' refers to the state some characters enter after using their B^
attack, where they cannot jump, attack or dodge, only fall and drift until
they either touch the ground or are attacked.  I will list 'helpless' after
an attack to indicate that upon the completion of this move, you will be in 
the 'helpless' state.

'Unflinching,' when used in this guide, refers to a state that some moves, 
attacks, or power-ups can give you.  WHile you have the 'unflinching' status,
 you will still take damage from all attacks as normal, but you will not get
 sent flying, knocked back, or otherwise interrupted by attacks.  This is 
different from being 'invincible,' where you take no effects from attacks 
whatsoever (e.g. the starman powerup grants you the 'invincible' status 
temporarily).  Any moves that give you a significant 'unflinching' status are
 marked as 'unflinching.'


=====Misc=====

You can only do 4 footstool jumps without landing, and these do no count 
against your regular 2nd air jump. It does not matter if these 4 jumps 
are on the same enemy or different ones.



=====Characters=====


[Mario]

A 3
AAA 3-2-4
A> 8
Av 5
A^ 7

Smash> 17 if the fireball hits, 14 at close range
Fsmashv 15
Bsmashv 12
Smash^ 14

Charged Smash> 23 if the fireball hits, 19 at close range
Charged Fsmashv 21
Charged Bsmashv 16
Charged Smash^ 19

Dash attack (sexkick, 9~7)
Ledge attack 8

Nair 10 (sexkick, 10~5)
Fair 12 at the front, 13 at sweetspot, can spike
Bair 12
Uair 11
Dair final hit 7, 12 if all hits land

B 5
B> 5
Bv 0? (pushes enemies away, can aim up and down)
B^ 12 if all hits land, helpless

Fthrow 9
Bthrow 12
Uthrow 8
Dthrow 6

Notes:




[Luigi]

A 3
AAA 3-2-5
A> 10
Av 9
A^ 9

Smash> 14
Fsmashv 16
Bsmashv 16
Smash^ 15 (12 if they are standing right in front of you)

Charged Smash> 19
Charged Fsmashv 22
Charged Bsmashv 22
Charged Smash^ 21 (16 if they are standing right in front of you)

Dash attack 8 (in 7 hits)
Ledge attack 8

Nair (sexkick, 14~6)
Fair 10
Bair 12
Uair 13
Dair 11

B 6
B> 5, 26 fully charged (Sometimes 'misfires,' firing at full power
without any charging)
Bv 12 (if all hits land)
B^ 25 at sweetspot(just down and to the side of enemy), 20 if just 
overlapping, 1 if not, helpless

Fthrow 9
Bthrow 12
Uthrow 8
Dthrow 6

Down-Taunt 2

Notes:
If Luigi uses his Final Smash while in Giant Brawl, the area of effect is 
also enlarged (Super mushrooms do not count).



[Peach]

A 3
AA 3-3
A> 13~6 (Lower damage at the peak of the kick)
Av 10
A^ 13

Smash> Frying pan 18, Tennis racket 12, Golf club 15
Fsmashv 10 (5-5)
Bsmashv 10 (5-5)
Smash^ 17 if standing behind her, 15 if above her, 8 if in front of her

Charged Smash> Frying pan 25, Tennis racket 16, Golf club 21
Charged Fsmashv 14 (7-7)
Charged Bsmashv 14 (7-7)
Charged Smash^ 17 if standing behind her, 21 if above her, 23 if in front of 
her

Dash attack 8 (4-4)
Ledge attack 6

Nair (sexkick, 13~9)
Fair 15
Bair 14
Uair 11-13
Dair 14 (in 4 hits)

B 12 (3-3-3-3 if all hits land)
B> 15
Bv 5 if light throw, 6 if hard throw (usually, varies based on turnip face)
B^ 12 (in 4 hits, if they all land), helpless, but allows you to float on 
the parasol, enemies take 3 damage if they touch the parasol during flight.

Fthrow 10 (2-8)
Bthrow 11 (2-9)
Uthrow 8 (2-6)
Dthrow 7

Notes:




[Koopa]/[Bowser]

A 5
AA 5-5
A> 11
Av 14-11 (first hit usually knocks them out if reach of the second)
A^ 12

Smash> 33 (10-23) (must be close for the 10 hit)
Fsmashv 21 (in 7 hits, if they all land)
Bsmashv 21 (in 7 hits, if they all land)
Smash^ 15 at tail or head, 20 at peak of the shell

Charged Smash> 46 (14-32)
Charged Fsmashv 29 (in 7 hits, if they all land)
Charged Bsmashv 29 (in 7 hits, if they all land)
Charged Smash^ 21 at tail or head, 28 at peak of the shell

Dash attack 11
Ledge attack 8

Nair (sexkick, 13~9)
Fair 13
Bair 15
Uair 17
Dair up to 15 in 5 hits

B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller
with time)
B> 18
Bv 4 on the way up, 20 at impact, 11 if not close to the impact
B^ 22 (11-5-3-3, difficult for all hits to land), helpless

Fthrow 10
Bthrow 10
Uthrow 10 (in 9 hits)
Dthrow 12

Notes:
If Koopa/Bowser uses his Final Smash while in Giant Brawl, he becomes
even larger.



[Donkey Kong]/[DK]/[D.K.]

A 4
AAA4-6 
A> 10
Av 8
A^ 9

Smash> 20 close, 21 at fist
Fsmashv 14 close, 17 at fist
Bsmashv 14 close, 17 at fist
Smash^ 18

Charged Smash> 28 close, 29 at fist
Charged Fsmashv 19 close, 23 at fist
Charged Bsmashv 19 close, 23 at fist
Charged Smash^ 25

Dash attack 11
Ledge attack 8

Nair (sexkick, 11~8)
Fair 16 (spike)
Bair 13
Uair 14
Dair 16 (spike)

B 10, 28 fully charged
B> 10, 14 from the air (spike)
Bv 14-14-14-14-14-14-14-14......
B^ 34 (in 9 hits, difficult for all hits to land), helpless

Fthrow (Up 7, Forward 8, Down 6)
Bthrow 11
Uthrow 9
Dthrow 7

Notes:




[Diddy Kong]

A 3
AAA 3-2-2 2-2-2-2-2-2-2-2-2-2..... (1-1-1-1-1-1-1-1... at tip of the tail)
A> 11
Av 7
A^ 7

Smash> 18 (5-13)
Fsmashv 16
Bsmashv 12
Smash^ 16 (5-5-6)

Charged Smash> 25 (7-18)
Charged Fsmashv 22
Charged Bsmashv 16
Charged Smash^ 22 (7-7-8)

Dash attack 9 (3-2-4)
Ledge attack 8

Nair 6
Fair 14 (11 at tip)
Bair 9
Uair 11
Dair 12 (spike)

B 5 (17 fully charged, enemies can catch peanut shells [therefore they can be
 eaten by Kirby, Wario or Dedede as a way to block], sometimes the shells 
break open and nuts can restore health)
B> 10 if A or B is pressed in midair, if you grab an enemy, then press A/B 15
 (5-10), Up 10 (5-5), Up is a spike 
Bv 1~4 (stronger if closer, lays a banana peel that will trip enemies, 
yourself and enemies can pick them up, however, and throw for 7~1 damage 
depending on speed, and lay them as traps again, can only have 2 out at a 
time)
B^ 10 (can be charged for increased flight distance, and aimed, helpless)

Fthrow 11
Bthrow 10
Uthrow 9 (4-5)
Dthrow 9

Notes:




[Yoshi]

A 3
AAA 3-6
A> 9
Av 10 (5 at the tip)
A^ 11-10

Smash> 16
Fsmashv 14
Bsmashv 14 up close, otherwise 13
Smash^ 16

Charged Smash> 22
Charged Fsmashv 19
Charged Bsmashv 19 up close, 18 otherwise
Charged Smash^ 22

Dash attack 9
Ledge attack 6

Nair (sexkick, 12~6)
Fair 16-15
Bair 14 (4-3-3-4)
Uair 13
Dair 33 (in 13 hits)

B 7
B> 4, 8, or 12 per hit, depending on speed
Bv 4 on the way up, 15 from impact, (or 4 from stars if it misses)
B^ 9

Fthrow 7
Bthrow 7
Uthrow 5
Dthrow 4

Notes:
DUring Yoshi's airjump, he is 'unflinching' for most of the jump.




[Wario]

A 6
AAA 6-6
A> 13
Av 8
A^ 10

Smash> 19
Fsmashv 13-10-? (first hit usually knocks them away)
Bsmashv 13-10-? (first hit usually knocks them away)
Smash^ 15 (1-1-1-1-1-10)

Charged Smash> 26
Charged Fsmashv 18-14-7 (first hit usually knocks them away)
Charged Bsmashv 18-14-7 (first hit usually knocks them away)
Charged Smash^ 21 (in 6 hits)

Dash attack (sexkick, 7~5)
Ledge attack 8

Nair (sexkick, 9~4)
Fair (sexkick, 7~5)
Bair 10
Uair 17
Dair 16 (in 7 hits)

B 19 (2-2-2-2-2-2-2-5, if all hits land)
B> 1~9 per hit, depending on speed (You can only have one Bike out at a time.
  To make a new one you must either eat, destroy, or throw the old one off 
the stage.  Alternatively if you walk near a bike lying on it's side, you 
can press B> again to get back onto it.)
Bv 0-40, depending on time since last use
B^ 19 (in 12 hits, if they all land)

Fthrow 12
Bthrow 9 (2-7)
Uthrow 10 (4-6)
Dthrow 7 (4-3)

Notes:
Wario can use Bite (B) to eat any item that can be picked up, except for 
Pokeballs and Mr. Saturni.  Large, container items, such as crates, barrels,
 boxes or party balls, take a bit longer to swallow.  Bombs or explosives 
(e.g. Bobomb, mine or Snake's Grenade), will do 6 damage to Wario upon being
 swallowed.  Healing items such as food or hearts, and any status item (metal
 block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT 
Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon 
being eaten.  Wario must be very close to swallow items, even closer than the
 range required to pick them up using A, however, if multiple items are all 
within this range, they can be swallowed simultaneously.



[Link]

A 4
AAA 4-3-5
A> 13
Av 12
A^ 9

Smash> 15-17 (first hit usually knocks them away)
Fsmashv 14
Bsmashv 16
Smash^ 17 (4-3-10)

Charged Smash> 21-23 (first hit usually knocks them away)
Charged Fsmashv 19
Charged Bsmashv 22
Charged Smash^ 23 (5-4-14)

Dash attack 12 (10 at tip)
Ledge attack 8
Clawshot 4 (if 'grab' is used in the air, tether recovery)

Nair (sexkick, 10~6)
Fair 21 (9-12)
Bair 11 (4-7)
Uair (sexkick, 15~13)
Dair 22 or 18, depending on speed

B 4, 12 fully charged
B> 5, 7 at close range
Bv 7, 8 when thrown hard from the ground, 9 if thrown vertically up or down 
from the ground or air(regardless of how hard you throw it,) (When thrown 
horizontally in the air, the damage is 7~9, increasing with distance bomb 
travels in the air, regardless of how hard you throw it) (5 from letting it 
blow up in your hand or throwing it straight down while standing) (Bombs can
 damage yourself) and if you time it properly, you can dodge or air-dodge at
 the same time the grenade goes off, so it can damage enemies while not you.
B^ 12, (19 fully charged on first hit on the ground.)  14 (in 5 hits in the
 air, if all hits land), helpless

Fthrow 7 (3-4)
Bthrow 4
Uthrow 7 (5-2)
Dthrow 7 (3-4)

Notes:
If Link's shield happens to be positioned correctly, it will block projectiles



[Zelda]

A 6 (3-3-3)
AAA - (3-3-3) (3-3-3) (3-3-3)...
A> 13 (11 if close)
Av 7 (seems to have a roughly 50% chance of knocking enemy onto their butt 
i.e. making them slip and fall upon contact)
A^ 11

Smash> 17 (in 5 hits)
Fsmashv 12
Bsmashv 10 (12-10 if very close)
Smash^ 15 (in 11 hits)

Charged Smash> 23 (in 5 hits)
Charged Fsmashv 16
Charged Bsmashv 14 (16-14 if very close)
Charged Smash^ 20 (in 11 hits)

Dash attack 12, 9, or 7, stronger if closer
Ledge attack 6

Nair 13 (in 5 hits)
Fair 20 at heel sweetspot, 4 otherwise
Bair 20 at heel sweetspot, 4 otherwise
Uair 15
Dair 16 at heel sweetspot, 5 otherwise (spike)

B 10 (in 6 hits, if all hits land, reflects projectiles)
B> 8~16, getting stronger the farther away you are, helpless
Bv Transform into Shiek!
B^ 6 at start, 6 at end, helpless

Fthrow 12
Bthrow 11
Uthrow 11
Dthrow 10 (2x5)

Notes:
Transforming resets any Poison mushroom, super mushroom status, as well
 as the counter for 'diminishing returns' on consecutively used moves



[Shiek]

A 3
AAA 3-3 2-2-2-2-2-2-2-2-2-2...  (2-2-2-2 hits are 1-1-1-1-1 at longer range)
A> 5
Av 8
A^ 13 (6-7 first hit is above head, second hit is in front, difficult to land
 both hits)

Smash> 14 (5-9, moves forward between first and second hit)
Fsmashv 33 (13-10-10 first hit usually knocks them away)
Bsmashv 33 (13-10-10 first hit usually knocks them away)
Smash^ 29 (17-12 first hit is above head, second hit to sides, difficult to 
land both hits)

Charged Smash> 19 (7-12, moves forward between first and second hit)
Charged Fsmashv 46 (18-14-14 first hit usually knocks them away)
Charged Bsmashv 46 (18-14-14 first hit usually knocks them away)
Charged Smash^ 40 (23-16 first hit is above head, second hit to sides,
 difficult to land both hits
training mode says)

Dash attack 7
Ledge attack 8

Nair (sexkick, 13~5)
Fair 9
Bair (sexkick, 11~6)
Uair (sexkick, 11~6)
Dair 10 (forced dive, but only for ~2 seconds) (spike)

B 3 per needle (18 fully charged in 6 hits)
B> 3~5 per hit of the chain, depending on... probably speed and direction,
can be used as a tether recovery
Bv Transform into Zelda!
B^ 15 (just at start of move), helpless

Fthrow 7 (5-2)
Bthrow 7 (5-2)
Uthrow 5 (3-2)
Dthrow 6 (3-3)

Notes:
Transforming resets any Poison mushroom, super mushroom status, as well
 as the counter for 'diminishing returns' on consecutively used moves



[Ganondorf]

A 9 at hand sweetspot, 7 up close
A> 13 at foot, 12 if closer
Av 12
A^ 27, 19 at edge of explosion (very long windup time, sucks enemies in
 front of you, towards you during windup)

Smash> 24
Fsmashv 19 (5-14, opponent gets kicked in front then behind)
Bsmashv 14
Smash^ 22 above the head, 19 in front

Charged Smash> 33
Charged Fsmashv 26 (7-19, opponent gets kicked in front then behind)
Charged Bsmashv 19
Charged Smash^ 30 above the head, 26 in front

Dash attack 15
Ledge attack 10

Nair ~18 (11-7~5 two hits, first usually knocks enemy away)
Fair 17 if below, 15 if in front
Bair 16
Uair 13 if close, 12 otherwise
Dair 22 at feet, 17 from feet to chest, spike

B 32 (really long windup time, also, if the opposite direction you are facing
 is pushed shortly after pressing B, you will turn around.  If this is done,
 the attack will do 35 damage, and take slightly longer)
B> 9 if you are on the ground, 12 if you are in the air, can 'kamikaze' if 
there is no solid ground below you
Bv 12~10 if you are on the ground, 15~14 if you are in the air
B^ 11 (1-1-1-1-7) from grabbing during first part of attack, OR, if no-one is
 grabbed during the first part of the attack, he swings his arm for 7 damage,
 helpless (if you successfully grab someone, you do not enter helpless)

Fthrow 13 (5-8)
Bthrow 10 (5-5)
Uthrow 7 (4-3)
Dthrow 7

Notes:




[Toon Link]


A 3
AAA 3-2-5
A> 9
Av 9
A^ 9

Smash> 23 (10-13 first hit does NOT knock the enemy away)
Fsmashv 17 (6-11, opponent gets hit in front then behind)
Bsmashv 11
Smash^ 15

Charged Smash> 32 (14-18 first hit does NOT knock the enemy away)
Charged Fsmashv 23 (8-15, opponent gets hit in front then behind)
Charged Bsmashv 15
Charged Smash^ 21

Dash attack 10
Ledge attack 8
Hookshot 4 (if 'grab' is pressed in the air, tether recovery)

Nair 20 (10-10 first swings in front, then behind, so difficult to land both
hits)
Fair 13
Bair 10
Uair (sexkick 14~12)
Dair 16~13-8 (can hit twice, the first hit is stronger the sooner you hit the
enemy) (spike)

B 4 (12 fully charged)
B> 5 at a distance, 8 closer, 11 (8-3) at very close range
Bv 5, 6 when thrown hard from the ground, 7 if thrown vertically up or down 
from the ground or air(regardless of how hard you throw it,) (When thrown 
horizontally in the air, the damage is 5~7, increasing with distance bomb 
travels in the air, regardless of how hard you throw it) (3 from letting it 
blow up in your hand or throwing it straight down while standing) (Bombs can
 damage yourself)  and if you time it properly, you can dodge or air-dodge at
 the same time the grenade goes off, so it can damage enemies while not you.
B^ 12 (in 10 hits) on the ground, 19 (in 10 hits) fully charged on the ground,
14 (in 5 hits, if all hits land) from the air, helpless

Fthrow 7 (3-4)
Bthrow 7 (3-4)
Uthrow 7 (5-2)
Dthrow 7 (3-4)

Notes:
If Toon Link's shield happens to be positioned correctly, it will block 
projectiles



[Samus]


A 3
AA 3-7
A> 7
Av 14
A^ 12 above head, 13 in front

Smash> 13
Fsmashv 15
Bsmashv 14
Smash^ 23 (4-4-4-5-6, difficult to land all hits)

Charged Smash> 18
Charged Fsmashv 21
Charged Bsmashv 19
Charged Smash^ 32 (5-5-5-7-8, difficult to land all hits,
 I know it doesn't add up but that what training mode says)

Dash attack 10
Ledge attack 8
Grapple beam 4 (if 'grab' is pressed in the air, tether recovery)

Nair (sexkick, 9~6)
Fair 18 (4-3-3-3-5)
Bair 14 at heel, 10 otherwise
Uair 11 (in 6 hits)
Dair 15 (spike)

B 3 (25 if fully charged)
B> 5 if tilted, 10 if smashed.  Homes in on enemies if tilted
Bv 9 (4-5, don't explode on contact)
B^ 13~12 (in 12 hits, if all hits land), helpless

Fthrow 9
Bthrow 8
Uthrow 9 (in 6 hits)
Dthrow 6

Notes:
Samus' grab attack can be used consecutively very quickly, but you must
keep pushing A or the grab button at a certain rate, as pushing it too quickly
will just result in the grab attack being performed slowly.



[Zero Suit Samus]/[Zerosuitsamus]/[Zerosuit Samus]/[ZSS]/[0SS]


A 2
AAA 2-2-3
A> 6
Av 6
A^ 11 (5-6, first hits is on both sides, second hit is above)

Smash> 10~6 (Stronger if closer, also does 6 damage to behind)
Fsmashv 11 (stuns)
Bsmashv none
Smash^ 12 (in 7 hits, if all hits land)

Charged Smash> 14~6 (Stronger if closer, also does 6 damage to behind)
Charged Fsmashv 15 (stuns longer with more charge)
Charged Bsmashv none
Charged Smash^ 16 (in 7 hits, if all hits land)

Dash attack (sexkick, 7~5)
Ledge attack 8

Nair 10
Fair 17 (6-11)
Bair 13
Uair 10
Dair ~10 (5~4 while descending, another 5 on impact with floor,
causes forced, inescapable dive) (spike)

B 4 (6 if fully charged, stuns longer with more charge)
B> 19 (3 while extending, 16 at the tip sweetspot), can be used as a tehter
 recovery
Bv indirect, causes a somersault move where you do a 12 damage kick if you 
push an attack button, can spike if tipped at sweetspot
B^ 15 (in 4 hits, if all hits land), can be used as a tehter recovery

Fthrow 9 (7-2)
Bthrow 6 (2-4)
Uthrow 10 (2-8)
Dthrow 7 (2-5)

Notes:




[Pit]


A 3
AAA 3-3-5 OR 3-3 1-1-1-1-1...... if A is pressed extremely fast (the 5 hit 
usually knocks the enemy away)
A> 12
Av 11
A^ 13 (6-7)

Smash> 19 (7-12)
Fsmashv 13
Bsmashv 10
Smash^ 13 (3-2-8)

Charged Smash> 26 (9-16 I know it doesn't add up but that what training
 mode says)
Charged Fsmashv 18
Charged Bsmashv 14
Charged Smash^ 18 (4-2-11)

Dash attack 12
Ledge attack 8

Nair 11 (1-1-1-1-1-1-1-4, if all hits land)
Fair 13
Bair 15
Uair 12 (2-2-2-2-2-2, if all hits land)
Dair 12

Glide attack 12 (if A is pressed while gliding)

B 5 (11 if fully charged, can shoot left, right or upwards, and can aim the 
arrow after it has left the bow)
B> Many 1 and 2 damage hits, for as long as you keep pressing B, very 
difficult to predict how many you can land on the enemy.  Anywhere between
 10-40, depending on circumstances.  Reflects projectiles
Bv none, reflects projectiles, blocks any other attack
B^ none, allows you to fly, negates remaining jumps, can use aerial A attacks
 to cancel this move partway through, helpless if allowed to go to time limit,
 cannot glide

Fthrow 10 (6-4)
Bthrow 8
Uthrow 11 (4-7)
Dthrow 6 (2-4)

Notes:




[Ice Climbers]
(This is assuming you have both ice climbers together, also, the first hit 
listed is usually Popo's (Human) and the second hit Nana's (CP))


A 5 (3-2)
AAA 3-2-4-2 3-2-4-2 3-2-4-2 ...
A> 16 (9-7)
Av 11 (6-5)
A^ 17 (in 11 hits, if all hits land)

Smash> 23~21 (13~12-10~9)
Fsmashv 20 (12-8) (if very close, it's possible to do 38 damage, hitting
both front and back)
Bsmashv 21 (12-9)
Smash^ 20 (11-9)

Charged Smash> 30 (16-14)
Charged Fsmashv 28 (16-11 I know it doesn't add up but that what training
 mode says) (if very close, it's possible to do 53 damage, hitting both front 
and back)
Charged Bsmashv 29 (16-12 I know it doesn't add up but that what training
 mode says)
Charged Smash^ 28 (15-13)

Dash attack 10 (6-4)
Ledge attack 16 (8-8)

Nair 12 (7-5)
Fair 24~19 (12-12~7, does more damage if enemy is below)
Bair 19 (11-8)
Uair 17~12 (sexkick, 10~6-7~5)
Dair 13 (8-5, causes a forced dive for ~2 seconds)

B 4~6 (2-2, 3-3 if at close range)
B> 32 (in 8 hits, difficult to land with all hits)
Bv 9~3 on ground (stronger if closer), up to 28 if started in the air so both
climbers face the same direction.  Can freeze enemies at higher damage
B^ 16 (if the Computer controlled climber hits), helpless

Fthrow 8
Bthrow 6
Uthrow 6
Dthrow 6

Notes:




[Robot]/[ROB]/[R.O.B.]


A 3
AA 3-3
A> 6
Av 4
A^ 8 (3-5, enemy must be above head for second hit to land)

Smash> 14~13 (stronger at close range)
Fsmashv 13 (in 5 hits)
Bsmashv 13 (in 5 hits)
Smash^ 14 if above head, 12~13 at sides

Charged Smash> 19~18 (stronger at close range)
Charged Fsmashv 18 (in 5 hits)
Charged Bsmashv 18 (in 5 hits)
Charged Smash^ 19

Dash attack 5
Ledge attack 7

Nair 10
Fair (sexkick, 10~6)
Bair 11
Uair 19 (in 5 hits)
Dair 11

B 16 at close range, 9 at a distance at full charge, 12 at close range, 
5 at a distance at medium charge, and 7 at very close range for no charge
(it takles ~3 seconds of no laser use to go from no charge to medium charge, 
and quite a bit longer still to get to full charge, and his charge status can
 be seen by looking at the red LED light on his head)
B> 8 (2-2-2-2, difficult to land with all hits), reflects projectiles
Bv 5 (8 at close range, 18 when fully charged)
B^ none, lets you fly by pressing jump, up, or B, can let go and press it
 again until gas runs out.  Gas 'recharges' while standing on solid ground. 
 After using this you cannot use any other B attacks or your 2nd jump until
 hitting the ground, getting attacked, OR using one of your A attacks.  If 
you use an A attack, you can then use any B attacks or remaining jumps, but
 pressing up or B will no longer make you fly, unless you press B^ again, 
provided you still have gas remaining.

Fthrow 10
Bthrow 10
Uthrow 10
Dthrow 10

Notes:
Some of his air attacks using jets will propel him in the oppostie direction
of the attack.



[Kirby]


A 2
AAA 2-3 2-2-2-2-2-2.... (1-1-1-1-1-1 if not close)
A> 8
Av 5~6 (stronger if farther away)
A^ 7 if the enemy is behind you, 5 if in front of you

Smash> 15
Fsmashv 14
Bsmashv 14
Smash^ 15~11 (stronger the earlier you hit them)

Charged Smash> 21
Charged Fsmashv 19
Charged Bsmashv 19
Charged Smash^ 21~16 (stronger the earlier you hit them)

Dash attack 14 (2-2-2-2-2-4, if all hits land)
Ledge attack 6

Nair (sexkick, 12~6)
Fair 12 (4-3-5, if all hits land)
Bair (sexkick, 12~9)
Uair 10
Dair 14 (2-2-2-2-2-2-2 if all hits land) (spike?)

B 6 if Copy (B, or 'down') is used, 10 if Spit (A) is used, 18~9 damage to 
someone else if they are hit by the star when someone is spat out, stronger
 if the character spat out is heavier, also, when the character reverts 
from a star back into a character, it can damage enemies about 1~3
B> 23 on the ground, 17-15 (in 2 hits) in the air (first hit usually knocks 
the enemy away)
Bv 18, or 14 from ground shockwave or if used in the ground (becomes 
invincible to a certain amount of damage, except for grabs, until time 
expires or you press B again)
B^ 15 (8-2-5 if all hits land), or 6 from the shockwave projectile, cannot
stop until you hit the ground

Fthrow 8
Bthrow 8
Uthrow 10
Dthrow 12 (in 11 hits)

Notes:
Kirby can use Swallow (B) to eat any item that can be picked up, except for 
Pokeballs and Mr. Saturni.  Large, container items, such as crates, barrels,
 boxes or party balls, take a bit longer to swallow.  Bombs or explosives 
(e.g. Bobomb, mine or Snake's Grenade), will do 5 damage to Kirby upon being
 swallowed.  Healing items such as food or hearts, and any status item (metal
 block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT 
Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon 
being eaten.  Kirby must be very close to swallow items, even closer than the
 range required to pick them up using A, however, if multiple items are all 
within this range, they can be swallowed simultaneously.

If Kirby uses Copy on Lucario, the resulting Aura Sphere (B) used by
Kirby will do a constant 7~18 damage (depending on charge), instead of
powering up the more damage is taken, like with Lucario.

If Kirby uses Copy on Olimar, then B just picks and throws a single Pikmin,
which immediately dies.  These pikmin do not latch on to enemies, but just
smack into them and send them flying like a Purple Pikmin.  They do the 
following damage:
Red= 1
Yellow= 2 (high arc)
Blue= 3
White= 4 (fast, long range)
Purple= 5 (low range)




[Metaknight]


A 2-2-2-2-2-2... (1-1-1-1-1... if not close)
A> 12 (4-3-5, if pressed repeatedly)
Av 4
A^ 7 (6 if directly in front, 8 sometimes?)

Smash> 14
Fsmashv 11
Bsmashv 13
Smash^ 9 (3-2-4)

Charged Smash> 19
Charged Fsmashv 15
Charged Bsmashv 18
Charged Smash^ 12 (4-3-5)

Dash attack (sexkick, 8~6)
Ledge attack 8

Glide attack 12 (if A is pressed while gliding)

Nair 12-7~6-5 (in 3 hits, first hit usually knocks enemy away)
Fair 10 (3-3-4 if all hits land)
Bair 10 (3-3-4 if all hits land)
Uair 6 (can be repeatedly used almost immediately)
Dair 7

B 9 (in 7? hits), ~22 (in ~20 hits) if B is pressed repeatedly.  Difficult to
get all hits to land, helpless
B> 10 (in 8 hits, difficult to get all hits to land), helpless
Bv 14 (if B is held or A is pressed while invisible), helpless
B^ 9 on ascent, 6 during loop (Difficult to hit same enemy with both,
additionally, puts you into a glide, during which a glide attack can 
be performed), helpless

Fthrow 9
Bthrow 10 (7-3)
Uthrow 12
Dthrow 11 (in 11 hits)

Notes:
Many of Metaknight's moves have low knockback, so his B^, Bv, glide attack and
 downward smash are some options for killing moves.



[Dedede]


A 6
AAA 6-5 2-2-2-2-2-2...
A> 6
Av 10
A^ 12

Smash> 24 at mallet, 5 just beyond mallet from ground shaking, 13 at close 
range
Fsmashv 15
Bsmashv 15
Smash^ 14

Charged Smash> 33 at mallet, 7 just beyond mallet from ground shaking 18 
at close range
Charged Fsmashv 21
Charged Bsmashv 21
Charged Smash^ 19

Dash attack 16
Ledge attack 8

Nair (sexkick, 12~7)
Fair 15
Bair (sexkick, 13~9)
Uair 19 (in 8 hits, if all hits land)
Dair 17 (in 7 hits, if all hits land)

B 10 from spitting someone out, 18~9 to someone else if they are hit by the
 star when someone is spat out (stronger if the character spat out is heavier,
also, when the character reverts from a star back into a character, it can 
damage enemies about 1~3
B> 5 for Waddle Dee (common), 7 from Waddle Doo (uncommon), Waddle Dee may 
jump and attack for 8 damage, and Waddle Doo's can then shoot sparks for 
27 damage (in 9 hits) (May also throw Gordos, star rods for 13 damage, bombs 
for 26 damage, capsules for 14~15 damage, deku nuts, probably more things 
too...)
Bv 11 (30 if fully charged, you take 1 damage per second while you hold it
 charged)
B^ 15 from hitting on the way down, 11 from impact, and 5 from stars shooting 
out sideways after you hit the ground (possible to hit with all 3, but 
very difficult), can cancel by pressing down, which puts you into helpless, 
also can spike, but you may die before your enemy unless you quickly cancel
 quickly afterwards.

Fthrow 12 (6-6)
Bthrow 16 (6-10)
Uthrow 9 (4-5)
Dthrow 8 (4-4)

Notes:
Dedede can use Swallow (B) to eat any item that can be picked up, except for 
Pokeballs and Mr. Saturni.  Large, container items, such as crates, barrels,
 boxes or party balls, take a bit longer to swallow.  Bombs or explosives 
(e.g. Bobomb, mine or Snake's Grenade), will do 5 damage to Dedede upon being
 swallowed.  Healing items such as food or hearts, and any status item (metal
 block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT 
Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon 
being eaten.  Dedede must be very close to swallow items, even closer than the
 range required to pick them up using A, however, if multiple items are all 
within this range, they can be swallowed simultaneously.



[Pikmin and Olimar]/[Olimar]/[Pikmin]

Damage differs depending on color of Pikmin used for some attacks

***Olimar's attacks***

A 5 (3-2)
AA 15 (3-2-10)
A> 6
Av 8 (6-2, if both hits land)
A^ 11 (in 8 hits)

Dash attack 11 (7-4)
Ledge attack 8

Nair 12 (in 6 hits, if all hits land)

B none, Picks Pikmin
Bv none, Pikmin Order

Notes:
His Smash attacks all have a very large range, and his Uair attack
is very powerful (except with White Pikmin).  His Pikmin can die if attacked
while separate from him.

***Attacks with Red Pikmin***

Smash> 15 (9 if far away) 
Fsmashv 13 (10 if far away) 
Bsmashv
Smash^ 15 (12 if far away)

Charged Smash> 21 (12 if far away) 
Charged Fsmashv 18 (14 if far away) 
Charged Bsmashv 18 (14 if far away)
Charged Smash^ 21 (16 if far away) 

Fair 15 
Bair 13 (11 if far away) 
Uair 24 (in 7 hits) 
Dair 16 (7 if far away, can spike) 

B> 16 (in 8 hits, if it stays on) 

B^ 7

Fthrow 6
Bthrow 7
Uthrow 9
Dthrow 9 (1-8)

Notes:
Immune to fire, attack with fire properties


***Attacks with Blue Pikmin***

Smash> 15 (11 if far away) 
Fsmashv 12 (9 if far away) 
Bsmashv 12 (9 if far away)  
Smash^ 15 (11 if far away)

Charged Smash> 21 (15 if far away) 
Charged Fsmashv 16 (24 if far away) 
Charged Bsmashv 16 (24 if far away)  
Charged Smash^ 21 (15 if far away) 

Fair 13
Bair 13 (10 if far away) 
Uair 22 (in 7 hits) 
Dair 14 (6 if far away, can spike) 

B> 16 (in 8 hits, if it stays on)

B^ 6

Fthrow  13
Bthrow  14
Uthrow  12
Dthrow  12 (1-11)

Notes:
Immune to water, cannot drown


***Attacks with Yellow Pikmin:***

Smash> 13 (6 if far away) 
Fsmashv 11 (8 if far away) 
Bsmashv 11 (8 if far away) 
Smash^ 14 (10 if far away)

Charged Smash> 18 (12 if far away) 
Charged Fsmashv 15 (11 if far away) 
Charged Bsmashv 15 (11 if far away) 
Charged Smash^ 19 (14 if far away) 

Fair 12
Bair 12 (9 if far away) 
Uair 16 (in 7 hits) 
Dair 12 (6 if far away, can spike) 

B> 16 (in 8 hits, if it stays on)

B^ 6

Fthrow 7
Bthrow 9
Uthrow 11
Dthrow 8 (1-7)

Notes:
Attack with electric properties, immune to electricity


***Attacks with White Pikmin:***

Smash> 9 (6~3 if far away) 
Fsmashv 6 (4 if far away) 
Bsmashv 6 (4 if far away)
Smash^ 9 (5 if far away)

Charged Smash> 12 (4~2 if far away) 
Charged Fsmashv 8 (4 if far away) 
Charged Bsmashv 8 (4 if far away)
Charged Smash^ 12 (7 if far away) 

Fair 5 
Bair 5 (4 if far away) 
Uair 9 (in 7 hits) 
Dair 8 (4 if far away, can spike) 

B> 48 (in 8 hits, if it stays on)

B^ 6

Fthrow 6
Bthrow 7 
Uthrow 6 
Dthrow 6 (1-5)

Notes:



***Attacks with Purple Pikmin:***

Smash> 18 (16 if far away) 
Fsmashv 15 (12 if far away) 
Bsmashv 15 (12 if far away)
Smash^ 16 (13 if far away)

Charged Smash> 25 (22 if far away) 
Charged Fsmashv 21 (16 if far away) 
Charged Bsmashv 21 (16 if far away)
Charged Smash^ 22 (18 if far away) 

Fair 14 
Bair 13 (10 if far away) 
Uair 22 (in 7 hits) 
Dair 14 (6 if far away, can spike) 

B> 6 (knocks enemy away instead of latching on)

B^ 8

Fthrow 7
Bthrow 9 
Uthrow 11 
Dthrow 8 (1-7) 

Notes:




[Fox]


A 2
AAA 2-2 2-2-2-2-2-2-2... (1-1-1-1-1... if not close)
A> 6 (8 if tilted up, 7 if tilted down, odd..)
Av 9
A^ 8 (10 if directly behind you)

Smash> 15
Fsmashv 14
Bsmashv 14
Smash^ 17 (13 if they are behind you)

Charged Smash> 21
Charged Fsmashv 19
Charged Bsmashv 19
Charged Smash^ 23 (18 if they are behind you)

Dash attack (sexkick, 7~5)
Ledge attack 8

Nair (sexkick, 9~6)
Fair 23 (in 5 hits, if all hits land)
Bair 15
Uair 16 (5-11)
Dair 21 (in 7 hits)

B 3 (sometimes 2?, no knockback)
B> 4, helpless
Bv 5 when on the ground, 4 from the air, reflects projectiles, send airborne
 enemies at a slight downward angle
B^ 28 (7 2-damage hits while charging, 14 damage from impact, if all hits land
impact does only 8 damage instead of 14 if not close), helpless

Fthrow 7 (4-3)
Bthrow 8 (in 4 hits)
Uthrow 8 (in 4 hits)
Dthrow 9 (in 3? hits)

Notes:
If Fox uses his Final Smash in Giant Brawl, then the Landmaster is even
bigger than normal.



[Falco]


A 4
AAA 4-2 1-1-1-1-1-1-1-1....
A> 9
Av 12 (9 at a distance)
A^ 9 (4-5)

Smash> 15 (10 at a distance)
Fsmashv 15
Bsmashv 15
Smash^ 14 (12 if behind you)

Charged Smash> 21 (14 at a distance)
Charged Fsmashv 21
Charged Bsmashv 21
Charged Smash^ 19 (16 if behind you)

Dash attack (sexkick, 9~6)
Ledge attack 8

Nair 12 (3-3-2-4, if all hits land)
Fair 11 (2-2-2-2-3, if all hits land)
Bair (sexkick, 13~7)
Uair 11
Dair (sexkick, 13~8) (spike)

B 3 per hit
B> 7, helpless (spike)
Bv 6 reflects projectiles
B^ 6 (2-2-2) while charging, 17 in 8 hits while traveling, if all hits land
DIfficult to land all hits, helpless

Fthrow 7 (4-3)
Bthrow 8 (2-2-2-2)
Uthrow 8 (2-2-2-2)
Dthrow 9 (in 5 hits)

Notes:
If Falco uses his Final Smash in Giant Brawl, then the Landmaster is even
bigger than normal.




[Wolf]


A 3
AAA 3-2-4
A> 11 (5-6)
Av 6
A^ 8 (9 if they are directly above you)

Smash> 15 (5-10, moves forward between first and second hit)
Fsmashv 14
Bsmashv 13
Smash^ 18 (6-12)

Charged Smash> 21 (7-14)
Charged Fsmashv 19
Charged Bsmashv 18
Charged Smash^ 25 (8-17)

Dash attack 9
Ledge attack 8

Nair 8-1-1-1-3??  Difficult to hit both the first hit and the subsequent 
hits together
Fair 11
Bair 13
Uair 12
Dair 15, spike

B 6 per hit (5 if too close or too far away), if very close, does 9 (4-5) 
damage instead
B> 3 during flight, 10 at endpoint, helpless (possible to spike if you hit the
 enemy at the end of the attack)
Bv 3 reflects projectiles at double speed, sends airborne enemies at a slight 
downward angle
B^ 13 (in 9 hits, if all hits land), helpless

Fthrow 7 (4-3)
Bthrow 7 (4-3)
Uthrow 7 (5-2)
Dthrow 12 (6-6)

Notes:
If Wolf uses his Final Smash in Giant Brawl, then the Landmaster is even
bigger than normal.




[Captain Falcon]/[C. Falcon]


A 3
AAA 3-2-6 2-2-2-2-2-2... (1-1-1-1-1... if not close)
A> 10
Av 10
A^ 13

Smash> 19
Fsmashv 18
Bsmashv 16
Smash^ 21 (8-13)

Charged Smash> 26
Charged Fsmashv 25
Charged Bsmashv 22
Charged Smash^ 29 (11-18)

Dash attack (sexkick, 8~6)
Ledge attack 10

Nair 10 (4-6)
Fair 19 at knee, 6~3 otherwise
Bair (sexkick, 14~8)
Uair 13 (12 if behind)
Dair 14 (spike)

B 27 (23 if not close, also, if the opposite direction you are facing is 
pushed shortly after pressing B, you will turn around.  If this is done,
 the attack will do 28 damage, 23 if not close)
B> 7, spikes when used from the air, helpless
Bv 13~7, stronger if closer
B^ 17 (5-12), helpless

Fthrow 9 (5-4)
Bthrow 9 (5-4)
Uthrow 7 (4-3)
Dthrow 7

Notes:




[Pikachu]


A 2
AAA 2-2-2-2-2-2-2....
A> 9
Av 7
A^ 7~5 (weaker at peak or arc, hits in front and behind)

Smash> 20~14 (stronger when closer)
Fsmashv 15 (in 7 hits)
Bsmashv 15 (in 7 hits)
Smash^ 14~11 (weaker at peak or arc, hits in front and behind)

Charged Smash> 28~19 (stronger when closer)
Charged Fsmashv 21 (in 7 hits)
Charged Bsmashv 21 (in 7 hits)
Charged Smash^ 19~15 (weaker at peak or arc, hits in front and behind)

Dash attack 7
Ledge attack 8

Nair (sexkick, 12~6)
Fair 11 (in 5 hits)
Bair 11 (in 8 hits)
Uair 6~4 (stronger when closer?)
Dair 12 (or, 4 from shockwave released when you hit the ground)

B 6 (9 when used from the air)
B> 7 (25 if fully charged)
Bv 10 from lighting alone, or, 17 from explosion when lightning hits yourself
B^ 5 (3-2, if both hits land), helpless

Fthrow 10 (in 5 hits)
Bthrow 9
Uthrow 10 (5-5)
Dthrow 10 (5-5)

Notes:




[Pokemon Trainer]
Damage differs depending on 'Stamina,' how tired the Pokemon are, the change
 is visible when you see the Pokemon's standing animation change.  There are
 at least two levels, possibly more, as I have noticed what seemed to be an
'interim level' for several seconds between 'Healthy' and 'Tired' where the
damage levels are in between the ones listed here, but these should be the 
most common ones experienced, and the upper and lower extremes.  As a rule
of thumb, *most* moves only give around 2/3 or 3/4 damage when 'Tired.'
Switching Pokemon resets any Poison mushroom, super mushroom status, as well
 as the counter for 'diminishing returns' on consecutively used moves

[Squirtle]/[Zenigame]
***At full Stamina***

A 3
AAA 3-2-4
A> 6
Av 13 (in 5 hits, must be close to land all hits)
A^ 6

Smash> 14
Fsmashv 11
Bsmashv 11
Smash^ ~16 (3-13, enemy must be on the ground to get hit by first part, 
second part does 13~5, stronger if closer)

Charged Smash> 19
Charged Fsmashv 15
Charged Bsmashv 15
Charged Smash^ ~22 (4-18, enemy must be on the ground to get hit by first
 part, second part does 18~7, stronger if closer)

Dash attack (sexkick, 9~7)
Ledge attack 8

Nair (sexkick, 9~6)
Fair (sexkick, 12~6)
Bair (sexkick, 10~6)
Uair 11
Dair 10 (in 6 hits)

B none if used or charged, 14 (in 7 hits) if B is pressed 3 times quickly 
B> 7~3 (weaker the sooner you hit them), press back or B again to end 
prematurely, invincible while in shell, but if stepped on from above,
 will get flipped onto back
Bv Change!
B^ 15 (in 10 hits, if all hits land), helpless

Fthrow 9 (2-7)
Bthrow 10 (5-5)
Uthrow 11 (2-9)
Dthrow 7 (2-5)

***When tired***

A 2
AAA 2-1-2
A> 4
Av 9 (in 5 hits, must be close to land all hits)
A^ 4

Smash> 9
Fsmashv 7
Bsmashv 7
Smash^ ~11 (2-9, enemy must be on the ground to get hit by first part, 
second part does 9~3, stronger if closer)

Charged Smash> 13
Charged Fsmashv 10
Charged Bsmashv 10
Charged Smash^ ~15 (2-13, enemy must be on the ground to get hit by first
 part, second part does 12~4, stronger if closer)

Dash attack (sexkick, 6~4)
Ledge attack 5

Nair (sexkick, 6~4)
Fair (sexkick, 8~4)
Bair (sexkick, 7~4)
Uair 7
Dair 7 (in 6 hits)

B none if used or charged, 9 (in 7 hits) if B is pressed 3 times quickly
B> 6~2 (weaker the sooner you hit them), press back or B again to end 
prematurely, invincible while in shell, but if stepped on from above,
 will get flipped onto back
Bv Change!
B^ 10 (in 10 hits, if all hits land), helpless

Fthrow 6 (1-5)
Bthrow 7 (3-4)
Uthrow 7 (1-6)
Dthrow 4 (1-3)

Notes:




[Ivysaur]/[Fushigisou]
***At full Stamina***

A 3
AAA 3-2 2-1-2-1-2-1-2-1....
A> 14 (in 7 hits, if all hits land)
Av 7 (2-5)
A^ 7

Smash> 16
Fsmashv 8
Bsmashv 8
Smash^ 17

Charged Smash> 22
Charged Fsmashv 11
Charged Bsmashv 11
Charged Smash^ 23

Dash attack (sexkick, 12~10)
Ledge attack 8

Nair 12 (in 6 hits, if all hits land)
Fair 12
Bair 5 (2-3, second hit becomes 2 at far distances)
Uair 16 (propels you downward)
Dair 10 (propels you upward slightly, can spike)

B 59~60 (in 36 hits, if used on the ground, with the enemy to either side of
 you, up to 70 damage in 35 hits if used while on the ground with the enemy 
just above you, this is all assuming every hit lands and the enemy makes no 
attempt to escape)
B> 8~4 damage per leaf (stronger if closer, speed and direction can be 
controlled with the control stick)
Bv Change!
B^ 13~7 (weaker if closer), can be used as a tehter recovery

Fthrow 8
Bthrow 10
Uthrow 10
Dthrow 10


***When tired***

A 2
AAA 2-1 1-0-1-0-1-0-1-0...
A> 9 (in 7 hits, if all hits land)
Av 4 (1-3)
A^ 5

Smash> 12
Fsmashv 5
Bsmashv 5
Smash^ 11

Charged Smash> 15
Charged Fsmashv 7
Charged Bsmashv 7
Charged Smash^ 16

Dash attack (sexkick, 8~7)
Ledge attack 5

Nair 8 (in 6 hits, if all hits land)
Fair 8
Bair 2 (1-1)
Uair 11 (propels you downward)
Dair 7~5 (propels you upward slightly, can spike)

B 59~60 (in 36 hits, if used on the ground, with the enemy to either side of
 you, up to 70 damage in 35 hits if used while on the ground with the enemy 
just above you, this is all assuming every hit lands and the enemy makes no 
attempt to escape)
B> 8~4 damage per leaf (stronger if closer, speed and direction can be 
controlled with the control stick)
Bv Change!
B^ 9~4 (weaker if closer)

Fthrow 5
Bthrow 7
Uthrow 7
Dthrow 7

Notes:




[Charizard]/[Lizardon]
***At full Stamina***

A 3
AAA 3-4-6
A> 11
Av 12
A^ 8

Smash> 22 (5-17, must be close to hit with first attack also)
Fsmashv 16
Bsmashv 16
Smash^ 16 (5-11)

Charged Smash> 30 (7-23, must be close to hit with first attack also)
Charged Fsmashv 22
Charged Bsmashv 22
Charged Smash^ 22 (7-15)

Dash attack (sexkick, 11~9)
Ledge attack 8

Glide attack 12 (if A is pressed while gliding)

Nair 9
Fair 11 (in 4 hits, if all hits land)
Bair 15~12 (5-9~7)
Uair 10
Dair 14 (spike)

B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller
with time)
B> 43 (18-10-5-5-5, must be overlapping to get all hits, usually just the 
first hit lands, or the last if you are far away) 
Bv Change!
B^ 17 (in 6 hits) if aimed toward enemy, first 3 damage hit misses unless
you are very close to enemy, helpless

Fthrow 10
Bthrow 10
Uthrow 11 (8-3)
Dthrow 6 (in 6 hits)


***When tired***

A 2
AAA 2-3-4
A> 8
Av 8
A^ 5

Smash> 15 (4-11, must be close to hit with first attack also)
Fsmashv 11
Bsmashv 11
Smash^ 11 (3-7)

Charged Smash> 21 (5-16, must be close to hit with first attack also)
Charged Fsmashv 15
Charged Bsmashv 15
Charged Smash^ 15 (4-10)

Dash attack (sexkick, 7~6)
Ledge attack 5

Glide attack 9 (if A is pressed while gliding)

Nair 7
Fair 8 (in 4 hits, if all hits land)
Bair 10~8 (4-6~4)
Uair 7
Dair 9 (spike)

B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller
with time)
B> 39~38 (13~12-10-5-5-5, must be overlapping to get all hits, usually just 
the first hit lands, or the last if you are far away) 
Bv Change!
B^ 11 (in 6 hits) if aimed toward enemy, first 3 damage hit misses unless
you are very close to enemy, helpless

Fthrow 7
Bthrow 7
Uthrow 7 (5-2)
Dthrow 4 (in 6 hits)
 
Notes:




[Lucario]
MOST of Lucario's attacks increase in damage AND knockback depending on how 
much damage he has (His Back Throw, Down Throw, and Dash Attack remain 
constant). For more information, see the Notes below Lucario.

****At 0-22% damage****

A 2
AAA 2-3-4
A> 9 (3-6)
Av 4~5
A^ 4

Smash> 11~9 (weaker if closer)
Fsmashv 10~9
Bsmashv 10~9
Smash^ 9

Charged Smash> 15~13 (weaker if closer)
Charged Fsmashv 14~13
Charged Bsmashv 14~13
Charged Smash^ 12

Dash attack 10
Ledge attack 5

Nair (sexkick, 7~4)
Fair 3~4
Bair (sexkick, 8~6)
Uair 7
Dair 11 (5-6, halts your momentum)

B 5 (13 if fully charged, 0~1 damage per hit of contact with charging ball)
B> 7~5 from blast, stronger if closer, if very close becomes a grab for 9 
damage
Bv 7 (if you are attacked by anything during the first few moments of this 
attack, you teleport a short distance away and do a sliding kick against 
everyone in range, whether they attacked you or not)
B^ none, can direct during the jump, helpless

Fthrow 7
Bthrow 10
Uthrow 4 (0-3)
Dthrow 10



****At 167-999% damage****

A 4
AAA 4-3-7
A> 18 (7-11)
Av 10~9
A^ 8~9

Smash> 22~19 (weaker if closer)
Fsmashv 19~20
Bsmashv 19~20
Smash^ 18

Charged Smash> 31~27
Charged Fsmashv 27
Charged Bsmashv 27
Charged Smash^ 25

Dash attack 10
Ledge attack 14

Nair (sexkick, 15~9)
Fair 7
Bair (sexkick, 17~12)
Uair 14
Dair 22 (11-11, halts your momentum)

B 10 (26 if fully charged, 1 damage per hit of contact with charging ball)
B> 14~11 from blast, stronger if closer, 18 if very close becomes a grab for 9 
damage
Bv 15 (if you are attacked by anything during the fisrt few moments of this 
attack, you teleport a short distance away and do a sliding kick against 
everyone in range, whether they attacked you or not)
B^ none, can direct during the jump, helpless

Fthrow 14
Bthrow 10
Uthrow 8 (1-7)
Dthrow 10

Notes:
The increase in Lucario's damage output is linear with respect to
Lucario's current damage, between 23% damage and 167% damage.  I plotted a 
graph of the percentage increase in Lucario's fully charged forward Smash (at 
the strongest point, the tip) against his health level.  The results
seem to indicate that between 0-22% damage, Lucario has 100% power, between
23-166% damage, Lucario has (1.4[x-22] + 100)% power (with x being Lucario's 
health), and from 167-999 damage Lucario has 206.667% power.  This means, 
roughly, that for each ADDITIONAL point of health Lucario takes AFTER he's 
at 22% health, he has about 1.4% more power(not 1.4% more damage), capping at
 206.6667% net power. (credit to Alex Wall for fixing the precentages)
(To determine Lucario's power at a damage between 23 and 166, use the 
equation for a rough estimate or just interpolate between the minimum and 
maximum values given.)  Also, if you charge a B attack (Aura Sphere), the 
power of the ball will be related to your health WHEN FIRED, not when charged,
 so even if you charge it fully while at 0% damage, it will power up as you 
take more damage.




[Jigglypuff]/[Purin]


A 3
AA 3-3
A> 10
Av 10
A^ 9 (8 if they are directly in front of you)

Smash> 16
Fsmashv 12
Bsmashv 12
Smash^ 15 (13 if they are directly in front of you)

Charged Smash> 22
Charged Fsmashv 16~17
Charged Bsmashv 16~17
Charged Smash^ 21 (18 if they are directly in front of you)

Dash attack (sexkick, 12~8)
Ledge attack 6

Nair (sexkick, 10~6)
Fair (sexkick, 12~6)
Bair 12
Uair 9
Dair 16 (in 8 hits)

B 8~18 depending on speed and amount of charge
B> 11
Bv 15 (plus up to 27 more damage from a flower, if they don't shake it off)
B^ none, puts enemies to sleep for an amount of time increasing with their 
damage

Fthrow 10 (5-5)
Bthrow 10
Uthrow 10
Dthrow 10 (4-6)

Notes:
If Jigglypuff/Purin uses her Final Smash in Giant Brawl, she becomes even
bigger than normal



[Marth]
Marth's sword attacks usually do more damage at the tip than the middle of 
his blade.  When this applies, the damage from the tip and middle will both 
be given, spearated by a comma, with the tip damage given first.

A 6,4
AAA 6,4-6,4
A> 12,9
Av 10,9
A^ 9 (10 if they are behind you)

Smash> 19,14
Fsmashv 17,14
Bsmashv 13 (14 if very close)
Smash^ 18 if behind you, 21 if directly in front of you, 17 if above you

Charged Smash> 26,19
Charged Fsmashv 23,19
Charged Bsmashv 18 (19 if very close)
Charged Smash^ 25 if to the sides, 29 in 2 hits if very close, 23 if above you

Dash attack 12,10
Ledge attack 8,6

Nair 6,3-12,9
Fair 13,10
Bair 14,11
Uair 13 if it hits soon, 10 if it hits late
Dair 14,12

B 8 (24~22,20 if fully charged)
B> Four part attack, the second through fourth hits can be directed up, down,
or sideways
   First hit    Second hit      Third hit       Fourth hit
^  N/A		4,3		5,4		8,6
>  4,3		4,3		5,4		8,6
v  N/A		N/A		5,4		13,11 (in 5 hits)

Bv 1.1 times the damage and knockback of the move that hits you?
B^ 13~7, stronger if it hits earlier, helpless

Fthrow 4
Bthrow 4
Uthrow 4
Dthrow 5

Notes:




[Ike]


A 4
AAA 4-5-7
A> 15
Av 14
A^ 12~9, stronger during the middle of the attack

Smash> 22
Fsmashv 13
Bsmashv 16 (13 if very close)
Smash^ 17

Charged Smash> 30
Charged Fsmashv 18
Charged Bsmashv 22
Charged Smash^ 23

Dash attack 8~7 (weaker if closer)
Ledge attack 8

Nair 9
Fair 13
Bair 14
Uair 14
Dair (sexkick, 16~12)

B 10 (37 fully charged, fully charging it does 10 damage to yourself)
B> 9 (16 fully charged, charging increases range as well), helpless
Bv 1.2 times the damage and knockback of the move that hits you?
B^ 25 (in 7 hits, difficult to land all 7 hits, cannot stop until you hit the
 ground, 'unflinching')

Fthrow 6 (2-4)
Bthrow 6 (2-4)
Uthrow 6 (2-4)
Dthrow 6 (2-4)

Notes:




[Ness]


A 3
AAA 3-2-4
A> 11
Av 4 (high chance of knocking enemy onto their butt i.e. making them slip 
and fall upon contact)
A^ 7

Smash> 24~18 (stronger at tip)
Fsmashv 13
Bsmashv 4
Smash^ 17 (4-13) if in front, 13 otherwise

Charged Smash> 33~25 (stronger at tip)
Charged Fsmashv 13
Charged Bsmashv 4 (enemy will get hit for 4 damage if they touch the yo-yo 
during charging)
Charged Smash^ 13 (enemy will get hit for 4 damage if they touch the yo-yo 
during charging)

Dash attack 13 (5-4-4, if all hits land)
Ledge attack 8

Nair (sexkick, 11~7)
Fair 11 (in 5 hits, if all hits land)
Bair (sexkick, 15~8)
Uair 13
Dair 12 (spike)

B 9 (37 if fully charged and released in time)
B> 22 (in 9 hits, if all hits land)
Bv Absorb energy attacks as health
B^ 8 if the ball hits an enemy, 1 per hit from the tail (the ball will
 stay intact if an enemy touches the tail), 25~21 from hitting yourself 
with the ball and slamming into an enemy, stronger if closer.  If you 
do this, you will enter helpless.

Fthrow 11
Bthrow 11
Uthrow 10
Dthrow 9 (in 6 hits)

Notes:




[Lucas]


A 3
AAA 3-3-4
A> 11
Av 6 (slight chance of knocking enemy onto their butt i.e. making them slip 
and fall upon contact)
A^ 11 (3-8, must be close to connect with first hit, second hit becomes 4 
if it doesn't hit soon)

Smash> 15
Fsmashv 42 (17-14-11, first hit knocks enemy away)
Bsmashv 42 (17-14-11, first hit knocks enemy away, must be very close)
Smash^ 21 (2-19, must be close for first hit to land, second hit becomes
 16 if it doesn't hit soon)

Charged Smash> 21
Charged Fsmashv 58 (23-19-15, first hit knocks enemy away)
Charged Bsmashv 58 (23-19-15, first hit knocks enemy away, must be very close)
Charged Smash^ 29 (3-26,  must be close for first hit to land, second hit 
becomes 16 if it doesn't hit soon)

Dash attack (sexkick, 12~10)
Ledge attack 8

Nair 17 (in 8 hits, if all hits land)
Fair (sexkick, 12~8)
Bair 12~7 (stronger if enemy is above you)
Uair 13
Dair 20 (5-5-5-5, if all hits land)

B 10 (19 if fully charged, can freeze enemies, frozen enemies take half 
damage)
B> 8 (3-5)
Bv Absorb energy attacks as health, but about twice as much health gain per 
absorption as Ness
B^ 10 if the ball hits an enemy, 1 per hit from the tail (Lucas' ball does
 not disappear upon contact with an enemy, unlike Ness'), 43 (in 12 hits, 
if all hits land) from hitting yourself with the ball and slamming into 
an enemy.  If you do this, you will enter helpless.

Fthrow 10
Bthrow 10
Uthrow 10
Dthrow 7

Notes:
Lucas can use his snake ('grab' in the air) as a tether recovery.




[Mr. Game & Watch]/[Mr. Game and Watch]


A 3
AAA 3-1-1-1-1-1-1-1...
A> 10
Av 6 (9 if the enemy is in the air)
A^ 8

Smash> 18 
Fsmashv 15 (13 if close)
Bsmashv 15 (13 if close)
Smash^ 18

Charged Smash> 25
Charged Fsmashv 21 (18 if close)
Charged Bsmashv 21 (18 if close)
Charged Smash^ 25

Dash attack 11
Ledge attack 8

Nair 17 (5-4-4-4, if all hits land)
Fair (sexkick, 16~6)
Bair 15 (in 5 hits)
Uair 16 (7-9, also actually blows invisible air which can blow enemies 
upwards, if they are not hit with the actual attack)
Dair 14~13 from key, 6 from impact explosion, difficult to hit with both

B 9 if the frying pan touches, 4 per piece of food that hits
B> Judgement, damage and effect depends on number displayed, randomly from 
1 to 9.  The different attacks appear to have equal chances of appearing, 
except for attack #1, which is seems rarer.  
They are as follows:

#1= 2 damage, no knockback, does 12 damage to yourself, rare??
#2= 4
#3= 6 (pulls enemy behind you)
#4= 8
#5= 9 (3-3-3, if all hits land) (electric) (SmashDojo says 4-4-4???)
#6= 12 (fire)
#7= 14 (an apple may appear, which can restore 4 health)
#8= 9 (freezes)
#9= 32, HUGE knockback (possibly *slightly* more frequent than other attacks)

Bv Oil Panic (catch 3 energy projectiles, then release at 2.8x strength  
later by pressing Bv again once it's full)
B^ 6 (can then float on parachute or attack, cannot use second jump until you 
get attacked OR use an A attack)

Fthrow 8
Bthrow 8
Uthrow 8
Dthrow 6 (lays enemy out on the floor)

Notes:




[Snake]


A 4
AAA 4-3-7
A> 20 (8-12 if A is pressed twice, the second hit may become 10 if the enemy
 is above you)
Av 10
A^ 13 (12 if above you)

Smash> 22
Fsmashv lays mine for 14 damage if it is stepped on by anyone or hit with
 a projectile, can damage yourself, disappears after ~27 seconds
Bsmashv lays mine for 14 damage if it is stepped on by anyone or hit with
 a projectile, can damage yourself, disappears after ~27 seconds
Smash^ 14 (4 from laying down mortar, 10 from projectile, projectile randomly
 drifts forward or backward in the air)

Charged Smash> 30
Charged Fsmashv lays mine for 19 damage if it is stepped on by anyone or hit 
with a projectile, can damage yourself, disappears after ~27 seconds
Charged Bsmashv lays mine for 19 damage if it is stepped on by anyone or hit 
with a projectile, can damage yourself, disappears after ~27 seconds
Charged Smash^ 14 (4 from laying down mortar, 10 from projectile, projectile
 randomly drifts forward or backward in the air, projectile travels higher the
 longer you charge it, so difficult to get both hits to land if charged)

Dash attack 11 (8 if they are not close)
Ledge attack 8

Nair 6-5-4-13 (difficult to land all hits)
Fair 15 at foot, 14 at leg (can spike if they are below you)
Bair (sexkick, 16~10 at elbow, 14~10 at legs)
Uair (sexkick, 14~10)
Dair 6-5-5-12 (difficult to land all hits)

B 3 from impact of grenade (4 if thrown hard), 12 from explosion, can damage 
yourself, causes you to drop any held items, only 2 grenades out at a time.
Grenade explodes after 3 seconds from the moment B is pressed, not on contact,
 though projectiles can detonate them.  Hold B to carry the grenade with you 
to let the timer go down a bit.  Can throw at 3 levels of speed, fast, medium
 and slow, depending on control stick position when B is let go.  Enemies can
 pick up and throw the grenades.  If you make a slow toss, you can then catch 
your own grenade to throw any way you like, and if you time it properly, you 
can dodge or air-dodge at the same time the grenade goes off, so it can damage
 enemies while not yourself.
B> 7 if close or rocket is dropped, 14 otherwise, can tilt to aim the rocket, 
let go of control stick to make it go faster, shield to stop controlling it
Bv drops C4 to the ground, press again later to detonate for 17 damage, can 
damage yourself, projectiles can detonate it as well, auto-detonates after 
25 seconds.  If very close to an enemy when used, it will plant the bomb on 
the enemy, and will behave like a 'gummy bomb,' able to transfer between 
people by contact, until it auto-detonates or you detonate it with Bv
B^ flies you up, negates your second jump, can release by pressing down or 
attacking, and if the camera hits the enemy after you let go, it will do 6 
damage, does not enter helpless ('unflinching') (by alternately using this 
move while dropping and immediately detonating the C4 [Bv], it is possible 
to have infinite third jumps, theoretically)

Fthrow 9
Bthrow 9
Uthrow 10
Dthrow 12 (lays enemy on the floor, if you plant a mine with downward smash 
immediately prior to doing a downward throw, the explosion will not hurt you,
 only the enemy, even if you are still standing on the mine)

Notes:




[Sonic]


A 2
AAA 2-2-3
A> 11 (4-7, must be close to land first hit)
Av 6
A^ 14 (3-4-7, if all hits land)

Smash> 14
Fsmashv 12 (5 if they get hit by the second spin)
Bsmashv 9 (5 if they get hit by the second spin)
Smash^ 14 (in 8 hits, if all hits land)

Charged Smash> 19
Charged Fsmashv 16 (7 if they get hit by the second spin)
Charged Bsmashv 12 (7 if they get hit by the second spin)
Charged Smash^ 19 (in 8 hits, if all hits land)

Dash attack (sexkick, 6~4)
Ledge attack 8

Nair (sexkick, 11~5)
Fair 14 (in 6 hits, if all hits land)
Bair 13
Uair 9 (3-6)
Dair 8 (forces you into a dive, but can cancel out of it after ~1 second) 
(spike)

B 8 (Homing attack, if enemy is in range, will shoot towards them), can be 
used infinite times in the air, provided there are sufficient enemies to 
home in on to prevent the default downwards flight path
B> 5 if hit during intial jump, 7~10 after that, depending on speed (hold B 
to charge more for more speed and range, if jump, up or A is pressed during 
intial jump, you will cancel the attack and do a jump.  If A, up or jump is 
pressed while rolling on the ground, you will jump while still spinning and 
attacking.  If you continue to press A while jumping in this way, you can 
perform multiple hits on an enemy, even if they were initially standing, up 
to 28 damage.  You can use left and right while rolling to change direction)
If used in the air, it will only do 5 damage if the enemy is hit early on, 
then no more damage until you touch the ground or cancel the attack.
Bv same as B>, except no initial jump is performed, and rapidly keep tapping
 B while holding down to charge instead of holding B.  Release B and down to
 attack.  Also, if used in the air in the same manner as B>, you will do 8~11 
damage instead of 5. 
B^ Jumps, if used in the air and the spring lands on an enemy, it does 4 
damage, if used on the ground, the spring remains to be used by anyone for 
a few seconds, negates 2nd jump and prevents further use of B attacks until
 you land/get attacked, but does not enter helpless

Fthrow 9 (3-6)
Bthrow 8
Uthrow 12 (3-9)
Dthrow 8 (1-1-1-5)

Notes:


How am I FAQing?
seanthegraduate+FAQ [@] gmail [.] com

Copyright 2008 Sean Thomas Davis.

This guide may be freely copied, redistributed, posted, and used in any
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