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 manner. However, this guide my not be used in any manner that is harmful to the elderly. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.