SUPER SMASH BROS. BRAWL FINAL SMASH GUIDE by GreenMage7 Version 2.7 *************** 1.) Warning *** *** *** *** *** *** *** *** *** *** The warning here is before the Table of Contents, so I put the Table of Contents within itself because this is before it, so whatever (redundancy!). I can do that. The warning is that this guide contains spoilers about the hidden characters and maybe even hidden stages within the game. Obviously those characters have final smashes so I included them in this guide. I'm just letting you know now in case you have not unlocked them and don't want to know who they are. Considering you are at a site such as this, you probably already know who they are anyway, but what the hey, I'm a nice guy who dislikes spoilers I don't want to know, so I figured I'd let you in on it. Scrolling down any further will let you in on the greatness. *** *** *** *** *** *** *** *** *** *** *************** 2.) Table of Contents 1) Warning 2) Table of Contents 3) Introduction 4) FAQ 5) Characters A. Mario [M1] B. Link [L1] C. Kirby [K1] D. Pikachu [P1] E. Fox [F1] F. Samus [S1] G. Zelda [Z1] H. Sheik [S2] I. Bowser [B1] J. Donkey Kong [D1] K. Yoshi [Y1] L. Peach [P2] M. Ice Climbers [I1] N. Pit [P3] O. Wario [W1] P. Zero Suit Samus [Z2] Q. Ike [I2] R. Pokemon Trainer [P4] S. Diddy Kong [D2] T. Meta Knight [M2] U. Snake [S3] V. Lucas [L2] W. Sonic [S4] X. King Dedede [K2] Y. Olimar & Pikmin [O1] Z. Ness [N1] AA. Marth [M3] BB. Luigi [L3] CC. Falco [F2] DD. Captain Falcon [C1] EE. Lucario [L4] FF. R.O.B. [R1] GG. Mr. Game & Watch [M4] HH. Toon Link [T1] II. Wolf [W2] JJ. Jigglypuff [J1] KK. Ganondorf [G1] 6) Updates/Misc. 7) Thanks *************** 3.) Introduction My name is GreenMage7...well, that's not really my name but that doesn't really matter now, does it. This is a guide about the 37 different characters in Brawl's Final Smashes. Hey, so now you know that. Pretty much anyone can use this guide as long as they give credit where credit is due, but I mainly made it for GameFAQs because that's where I go. I don't have any big ASCII picture or anything at the top because I don't really like them and also don't care to make them. I'm not affiliated with anyone who made this game or anything like that, just so you know. I don't really know all the legal stuff that I should say so hopefully no one cares I made this little guide. Maybe I can update with better legal stuff later...hmmm... Also, I'm saying right now that the best site for this game is the Official Super Smash Bros. Brawl Website: http://www.SmashBros.com The Dojo is absolutely fantastic, and if you're even the least bit interested in the game that's the place to go. Also, as for credit, I got the names for all of the final smashes from this website, so they are official. Make sure you check the thanks sections, where I thank all the great people who made this game and such. Plus, if you helped me clear up some things in this guide then that's where you'll be mentioned, too! Another note about very skilled players and dodging/avoiding final smashes and such. I understand that many people may be able to dodge a lot of the final smashes very well, and I don't know how to take that into consideration that greatly because if I base ratings on it too much, the average game will get the wrong impression of the final smash and how good it is. Dodging is a definite factor and I mention it a couple times, but in general I'm not going to greatly lower a rating by great players ability to dodge final smashes, especially considering that in really high level play and tournament play it is my understanding that Final Smashes will likely be turned off. Lastly, make sure that you check out the Misc. section of the guide, that is slowly becoming one of the most important sections in this whole thing. You'll find lots of useful information there that may help you maximize the effectiveness of any Final Smashes you decide you want to use, as well as letting you know all the ins-and-outs. Make sure you check it out. *************** 4.) Frequently Asked Questions 1) Who are you? Answer: I'm GreenMage7. Read the introduction. 2) Why is this guide useful to me? Answer: It might not be. You might not care, you might figure everything out yourself, you might not want to be told how things work or what someone else thinks of them, there are a multitude of reasons. However, I'm pretty sure it will help someone somewhere and I wanted to make it so here it is. 3) How do I unlock all the characters? Answer: That's not what this guide is about, but I suppose it couldn't hurt for you to know. You can unlock every character in the game by playing the Adventure Mode "The Subspace Emissary". The Cheats and Secrets section at GameFAQs will also tell you how to unlock the characters (Jigglypuff, Toon Link, and Wolf are apparently well-hidden in that mode), but since you're here I can relay the better information... The best way (in my opinion) to unlock every character is to play 450 Vs. Matches and beat the character that unlocks in a battle. This will get you every character along the way. *I'm pretty sure this information is accurate. If you want a fast way to get through 450 Vs. Matches: go to Special Brawl, set damage to 300%, make everyone tiny, turn on super speed, and turn on infinite curry for everyone. That'll get you through the matches pretty quick, to the point that the load times will be faster than the matches, especially if you don't get Hyrule Temple, 75m, or New Pork City. Some more information from Adam Ahmed: "In your guide, you mentioned that a fast way to get through 450 VS matches to unlock all characters is to go to Special Brawl, set damage to 300%, make everyone tiny, turn on super speed, and turn on infinite curry for everyone. There's a faster way. Set Stage Choice to Random so you skip the stage select screen (you didn't mention that), then go to Special Brawl and enable Stamina, Flower, and Fast. Then, on the character select screen, set the CPU's HP to 1. The flower will damage the CPU, ending the match as soon as it starts. All you have to do is keep pressing start until a challenge match comes up." 4) Okay, there's a Smash Ball on the screen, how do I use it? Answer: The smash ball floats around the screen randomly. What you have to do is hit it with any of your attacks. It will take quite a few hits to get it to absorb into you, and everyone will likely be battling you for it. The person who gets it will start glowing. In order to use your final smash you have to hit B (aka The Special Move Button). Make sure you don't tap a direction while hitting it or you will do your special move for that control. Just hit B when you're in the proper position. Let it be known that your opponents may not run in fear when you get it, because they can knock it out of you and try to get it themselves again, or just knock you off the field which solves the problem for them as well. This works both ways, so you'll have to decide whether you want to be aggressive or make a timely retreat. Just make sure you remember your opponents are easier targets than the Smash Ball. 5) Smash Balls are awesome, how do I get them to come out more? Answer: Well, the best way to do this is to turn off all items except Smash Balls and Containers, and then set items to High. This will make Smash Balls pop out quite frequently and make for a hectic and fun game. 6) What format will you be using for this guide? Answer: Well, you're about to find that out by scrolling down. Basically, I'm going to have a bunch of categories and give them a rating of something out of 5. Then I'm going to add all of those up and divide them by the number of categories, making an average. That will be the overall rating, but if you're just looking for a specific category you can just look at that rating. I'm sure people will have differences of opinions on some things but this is my guide. I may change some things later but you never know. If nothing else this will still give you the practical application of each final smash and how to use it well. The difference between the overall rating and the without looks rating is whether or not looks are added in, obviously. If you don't care about how the final smash looks, just what it does, you go by the without looks score. Application is the topic that most people will read this guide for, it tells you how, when, and where to use the said character's final smash. Everything else is basically fluff. 7) Why just make a final smash guide and not a guide about all the characters in general? Answer: Well, firstly it's because I think the final smashes are the coolest things in the game. Secondly, I'm not good enough with all characters to make a good enough guide about all of their moves and such. I'm sure a lot of other nice people will make individual character guides and probably help you more than me, but I still think this will be helpful and enjoyable, plus I like having opinions about things or whatever. 8) I'm not using the GameCube controller, so why are you being a jerk and telling me to push B? Answer: Sorry, but I like the GameCube Controller. I just don't want to say, "Push the Special Move button" because that's harder than saying push B (what a lame excuse, right?). Whether you're using the Wii Remote, Wii Remote plus Nunchuck, classic controller, or the GameCube controller, the way to always activate final smashes will be to push the Special Move button without a direction, and that is referred to as push B. For example, on the Wii Remote B is the (1) button for the purposes of this guide. This is very important to remember because I'm only going to refer to it as B and on the Wii Remote there is a B button that's not the same. That B activates your shield and is located on the bottom of your controller. Please remember this when I say "push B". *B = Special Move Button* 9) Your ratings are terrible, you should change them, why don't you? Answer: Well, that's the thing, they're my ratings. They make the guide unique to me. I'm sure there are lots of people who don't agree with that aspect of the guide, but as stated before that doesn't make the guide non- functional to even those people. I may change ratings after a while or something, but in general I like them the way they are. 10) I thought of a good question to ask you that isn't here. You should answer it and put it in your guide. Answer: That is not technically a question itself, but I can understand where you're coming from. You can send that question to email@example.com and I'll see if I can answer it for you. I may or may not depending on the e-mails I get, and I'm sure some people will explain how they don't like me or my guide in so many words, so while I'm sifting through the multitude of those e-mails I might be able to answer your question or even add it to the guide. 11) What's your e-mail address again? Answer: firstname.lastname@example.org *************** 5.) Characters A. Mario [M1] Final Smash - Mario Finale What happens? - Mario conjures up a huge firestorm that travels horizontally and gets larger as it travels. It consumes all enemies in its path. Mario is invincible while executing the final smash. Application: Mario has a powerful and well balanced final smash. Unfortunately, it may not be wise to activate it the second you get it. You'll have to make sure you line up some enemies and they're caught in the firestorm. It will be easier for them to jump it the closer they are to you. It's not that great on stages with multiple levels of terrain (Hyrule Temple, New Pork City, Spear Pillar), but it's still a very good final smash and not incredibly difficult to hit. Still, getting the enemies in front of you can be difficult if they're in your face trying to smash it out of you, so make sure you're quick about letting it go and facing the correct direction. Rating: 3.5/5 Power: If you get hit by this thing it can really level you, but it isn't an instant K.O. However, the longer you are in the firestorm the more damage it will cause you to take and increase your chances of getting knocked out. Overall, it's quite strong but you can survive. Rating: 4/5 Looks: Quite frankly, this move looks pretty awesome. The first time you see the firestorm you'll be surprised that it came from Mario. Most people saw it in the first SSB trailer, and it was one of the things that caused even more excitement for an already highly anticipated game. 4.5/5 Vs. One Opponent: If you're Mario and you get the Smash Ball, it would probably be wise to get an extra hit on your opponent to knock them away, then you can easily line them up and hit them with the finale. In most cases, it will probably take them out, and if not they'll be quite close. Pretty good in most cases. Rating: 4/5 Vs. Multiple Opponents: Mario has one of the final smashes that can hit everyone on the screen if you can line it up. Your opponents will probably try to knock it out of you if they are near knowing you may need to line it up. Or they may be able to avoid it while you concentrate on one person. Just try to get near the edge of the stage and unleash, and you can probably hit most of your opponents. Rating: 4/5 Overall Rating: 4/5 Without Looks Rating: 3.9/5 -------------------------------------------------- B. Link [L1] Final Smash - Triforce Slash What happens? - Link shoots the triforce out of his hand and it envelops his opponent. He then proceeds to slash them several times with his sword and lets out one final slash that sends the opponent careening toward the edge of the screen. Link is invincible while executing the final smash. Application: Link's final smash can be a bit tricky. The thing is you have to line up your opponent directly in front of you horizontally. Then they have to be hit by the triforce when it shoots out of your hand, which actually happens very fast. If you can line it up you have them. The problem is aggressive opponents and even non-aggressive opponents aren't just going to let you line it up. They'll evade you and get above/below you (there is slight vertical room for error, but not much), or try to knock it out of you before you even have a chance. Also, the triforce you shoot can only go so far so on giant stages you want to make sure you're close enough to the opponent (they don't have to be right next to you by any means but they can't be too far away). Overall, it can be difficult to execute properly. To be fair, you can actually catch more than one person in this, but it seems like only the person you hit with the triforce gets the full brunt of the blow, but it's pretty unwise to get caught up in this if you're not that person because this still has a good chance of knocking you out. Rating: 1.5/5 Power: Once you get your opponent caught in the triforce slash, they are in trouble. Your several slashes rack up the damage, and then final slash is an *almost* guaranteed one-hit KO at that point. The sheer force of the move makes the set up worth it, because your opponent(s) are pretty much done if they get caught up in this. Rating: 4.5/5 Looks: When you land this move, you are going to be impressed. It looks very well done and even the opponent you catch in it will appreciate what's happening on the screen. Few moves look this impressive and again, it's worth the set-up. Rating: 5/5 Vs. One Opponent: This is where the move really shines, all you have to do is line up your one opponent and then send them flying. Few moves are as good against a single opponent, and your opponent will be afraid when they see the smash ball. Still, you have to line it up, but it's totally doable. Rating: 4.5/5 Vs. Multiple Opponents: The thing is, your opponents are going to gang up on you and try to hit from all directions except from where you can hit the move. If you try to land, someone else will probably try to get behind you and knock the smash ball out of you so they can use it themselves. To be fair, you can catch more than one opponent in this and use Link's Up+B to get your opponents away from you, but this isn't the best environment for Link. Rating: 1.5/5 Overall Rating: 3.4/5 Without Looks Rating: 3/5 -------------------------------------------------- C. Kirby [K1] Final Smash - Cook Kirby What happens? - Kirby bangs some pans together to let everyone know it's dinner time? Enemies are summoned into his pot and put to a nice simmer. The heat damages enemies and blows them away with intense heat. Then goodies in the form of items pop out. Needless to say, Kirby is invincible while executing the final smash. Application: Kirby's final smash is pretty simple. You hit B and your enemies go into your pot. It's got decent range but I have seen it avoided, particularly on large stages. The angle at which brawlers are grabbed into the pot is similar to an upside-down triangle above the pot, but enemies who are too close horizontally will still get easily pulled into the pot and then you'll probably be the only one ready to grab the items that come out. Random items lying around on the stage will also be pulled in and transformed into food. If your opponents don't have much damage they can potentially recover quickly and get the items but you will have the upper hand. Anyway, easy to land and gets your opponents, but does have a small range issue. Rating: 4/5 Power: Kirby's final smash isn't really that powerful compared to most of the other ones. It only does a fair amount of damage and can potentially knock out all or none of your opponents. It's ok but on the final smash power level scale it's not very high. Rating: 2/5 Looks: It's going to become a trend that smashes score well here, and the fact is this looks pretty good. However, it doesn't exactly inspire the awe of a lot of the other final smashes and is only okay compared to them. And since that's the bar this scores slightly below average. Rating: 2.5/5 Vs. One Opponent: Considering the power level and all, this isn't that great against one opponent. Still, considering the ease of hitting it, it's still okay and quite serviceable There are a lot of better ones though. Rating: 2/5 Vs. Multiple Opponents: This move shines quite well here as everyone's hungry for dinner! Until they find out there on the menu anyway, at that point it's too late for them though. Grabbing potentially all opponents on the screen in your final smash and sending them flying is pretty good, and this is what the move is best at. Odds are you'll grab them too since they'll probably be close by from failing to grab the smash ball. Rating: 4.5/5 Overall Rating: 3/5 Without Looks Rating: 3.1/5 -------------------------------------------------- D. Pikachu [P1] Final Smash - Volt Tackle What happens? - Pikachu completely envelops himself in a ball of electricity and starts flying around the screen violently, going straight through platforms and such on the stage to engage his opponents with electric power. Obviously, he's invincible in his ball of electricity. Application: Hit B the second you get the smash ball. Pikachu is pretty hard to control while encompassed in Volt Tackle, but once you figure it out you can send your enemies flying, and even possibly get two KOs on the same person before they can respond. The thing to point out here is that this move changes depending on whether or not you hold down the A button. Without it held down, you fly like crazy to rack up a lot of damage on your opponents while not necessarily sending them flying. Holding down the A button gives the move slightly better range and has quite a knockback to it, blasting people the way Sonic's does. Pikachu also slows down near the end for better control, but this will greatly reduce the power, and let's you know when Volt Tackle is about to end. Just make sure you're going to land on something solid before it ends, even though you can still quick attack afterwards. Rating: 4.5/5 Power: Pikachu will send his opponents flying if they get hit by this at full speed with the A button held in. Otherwise, he will do a lot of damage when hitting opponents. Needless to say, only a couple of hits will KO an opponent who was even at 0% at the start of Volt Tackle. You may still have to land more than two blows depending on damage, but his move is quite powerful nevertheless. Rating: 4.5/5 Looks: Pikachu looks pretty awesome bolting around the screen in his plume of electricity. Your opponents will be frantically avoiding the glowing ball of death while being mesmerized by it. It's pretty cool, but it still only uses a very small part of the screen, so it's deducted some for that. Rating: 3.5/5 Vs. One Opponent: This only gives you one person to concentrate on, so you can home in on them. Still, it will be easier for them to dodge than for you to hit, but you move so fast they may not be able to recover in time if you control it correctly. You might even be able to get them twice as stated above. Very good either way. Rating: 4/5 Vs. Multiple Opponents: Same as above except there will be more than one person fleeing in terror. Your opponents may still be fighting each other trying to grab some KOs in the panic, but either way you'll be racking some KOs with this even if you have minimal control. Truly fearsome for a small electric mouse. Rating: 4.5/5 Overall Rating: 4.2/5 Without Looks Rating: 4.4/5 -------------------------------------------------- E. Fox Final Smash - Landmaster What happens? - Fox calls to his ship to drop the Landmaster into combat. Basically, you become the blue Landmaster, becoming invincible and having a giant cannon on the front. You proceed to rampage in your tank for a decent length of time while your opponents figure out how best to evade. Application: Grab the Smash Ball and immediately push B. If you were almost off the screen (jumping of the edge to try to get the final hit on the smash ball, which I do frequently), you may have to use the jets to fly yourself back up. You'll drop down from the top of the screen in the Landmaster. Getting touched by the Landmaster itself won't harm your opponents, for example, they can jump on it. However, if you run directly into them or fall on top of them, you can send them flying. You can also fire the gun with the attack button. You basically fly as well by holding the jump button or up after jumping with the control stick. This can allow you to get KOs off the top of the screen if your opponents are riding the Landmaster. Alternatively, if you are on the ground (not a platform as you can still drop through them as if you're a regular character) you can push down to roll the landmaster and send travelers flying. The gun can also "fire through the stage", for example on Corneria you can shoot through the top wing. You can also still get knocked out while in the Landmaster if you fly too high or drive off the stage without recovering. Still, the landmaster is very good and is one of the final smashes that can get multiple KOs on a single person, but you may not get any as well. Still, it lasts a good amount of time. Certain stages will make it difficult to navigate though. Rating: 4.5/5 Power: Well, running into your opponent or falling on them can do pretty good damage, and the gun is outright scary. The Landmaster is pretty darn strong, and your opponents certainly won't want to take shots from your gun. Rating: 4/5 Looks: It looks pretty cool at first and the design of the tank is great, but it gets old fast and doesn't look too impressive after a while. The firing of the gun still looks good and all that, but overall it's not that great. If Falco and Wolf didn't have the same thing, it would probably actually be higher here. Rating: 2/5 Vs. One Opponent: Only one opponent gives you only one person to concentrate on, but in some cases can make it easier to evade. Still, this is very good and your opponent will have to decide whether they want to try to run or try to use their jumps to harass you from above (jump on the tank and then jump when you try to roll, get off after you fly upward), but overall you'll still be in very good position. Rating: 4/5 Vs. Multiple Opponents: The move is probably better this way because your opponents will still be going at it while you're in the tank, and even if they're not, not everyone will be able to evade your wrath. Just rack up the knock outs before your tank magically disappears. Rating: 4.5/5 Overall Rating: 3.8/5 Without Looks Rating: 4.2/5 -------------------------------------------------- F. Samus [S1] Final Smash - Zero Laser What happens? - Samus releases and intensely powerful beam from her cannon, horizontally enveloping a portion of the screen about the width of Samus from head to toe. The beam will cause damage to all enemies caught within it and send them flying at the conclusion. The beam overloads her power suit and falls off, leaving her in the Zero Suit. Samus is invincible while unleashing the beam but not while her armor is falling. The armor can be thrown after falling off for a nasty surprise. Application: This move is very similar to Mario's, except it doesn't have quite the vertical range, but probably travels further horizontally, though on most stages that won't matter. You'll have to make sure your opponents are in front of you and you'll want to be at the very tip of the platform you're on (or land on) even more so than with Mario, because you'll be vulnerable right when your power suit falls off. Still, it's not incredibly difficult to execute and Samus has some good moves to make some space around her. If you use this in the air, you will slowly fall, and the beam does to get slightly wider vertically when used this way, but it might just be a trick of the eyes. You can also aim the Zero Laser slightly by tilting up or down on the control stick. It's important to remember that this will turn you into Zero Suit Samus, which might be problem if you're not used to controlling that type of character...so that takes a slight bit away from this move for a change that you may not want. Rating: 3/5 Power: This move is very bad for you if you're caught in the beam, and will probably take out you and anyone else around there. It's not an instant KO but the closer you are to the edge of the screen the worse this is for your opponent. Pretty strong. Rating: 4.5/5 Looks: This looks amazing, from the immense power beam right down to the part where her armor overloads and falls off. Everything is well done and it is a great sight to see. Rating: 5/5 Vs. One Opponent: Just make sure you're facing the right direction and don't let them get behind you. This isn't too tough with only one opponent and the move is absolutely devastating. Rating: 4.5/5 Vs. Multiple Opponents: This can catch your opponents quite well, but if just one of them gets behind you, and that's very possible considering you don't want the smash ball to get knocked out of you, an opponent who can time things well can hit you with a fully charged smash attack from behind and there won't be much you can do about it, plus they can get more hits out of it by throwing your own armor at you. Still, you can take out all of your opponents with this move, but it's still a little more dangerous than Mario's. Rating: 3.5/5 Overall Rating: 4.1/5 Without Looks Rating: 3.9/5 -------------------------------------------------- G. Zelda [Z1] Final Smash - Light Arrow What happens? - Zelda pulls out a giant bow and fires the Light Arrow, piercing everything horizontally in the path and sending them flying. Zelda is invincible while unleashing the Light Arrow. Application: You have to exactly line up this move. It can be jumped and avoided, and if your opponents can try to smash you while you attempt to line them up, plus having the smash ball absorbed into you takes away your ability to use Nayru's Love, which would be a good defense to set up the move. Still, with its piercing nature, your opponents may not be near you, giving you a chance to line them up, and the arrow moves FAST, so even if your opponent is way across the screen, once they're lined up they're going to be pierced, and they're going to travel. Your opponents will travel at about a 45-degree or 50-degree angle after being hit. Takes some set-up but is fast acting. Rating: 2.5/5 Power: If you get hit with this, you're in a lot of trouble. It's quite potent and can KO pretty much anyone once they hit around 30% or 40% damage, which is probably what they took trying to get the smash ball. Depending on the stage you're playing on, the angle between Sheik's and Zelda's could make a difference, but since you almost definitely won't have time to change it can't really affect this. Rating: 4.5/5 Looks: Not much to the looks, you're shooting an arrow. The bow design is cool and this does get adding points for freeze-framing the screen on each and every person that gets pierced, which is very cool because you get to see how they look as they're getting hit. That's where most of these points come in. Rating: 3.5/5 Vs. One Opponent: Much like Samus and Mario, you line up your opponent and they're done. It can be very difficult for them to get out of this path, but since there's almost no vertical width to the move it can still be avoided. However, since there's only one target you can nail them with good timing. Rating: 3.5/5 Vs. Multiple Opponents: Same as Samus and Mario again, except without Samus's downside of getting nailed. It shouldn't rate as high as Mario's because of the lack of vertical range, however, the sheer power of the move and the piercing effect puts it up there. Rating: 4/5 Overall Rating: 3.6/5 Without Looks Rating: 3.7/5 -------------------------------------------------- H. Sheik [S2] Final Smash - Light Arrow What happens? - Sheik pulls out a giant bow and fires the Light Arrow, piercing everything horizontally in the path and sending them flying. Sheik is invincible while unleashing the Light Arrow. Application: Okay, for characters that have the same or almost same final smash, I wasn't sure what to do, because this is almost the exact same as Zelda's. Well, I decided to give them their own entry because the characters play differently enough to have their own entry (because I think of them as different characters in my head), but there's not going to be much here except see Zelda and an explanation of the differences. The only difference in application here is the angle at which the characters fly from this move. With Zelda's it was 45/50- degrees, whereas with Sheik they fly at a 5-degree angle, almost straight horizontally in other words. You may want to take the stage into consideration for this. Rating: 2.5/5 Power: See Zelda. Pretty awesome damage. Rating: 4.5/5 Looks: See Zelda. Same freeze frames and everything. 3.5/5 Vs. One Opponent: See Zelda. 3.5/5 Vs. Multiple Opponents: See Zelda. 4/5 Overall Rating: 3.6/5 Without Looks Rating: 3.7/5 -------------------------------------------------- I. Bowser [B1] Final Smash - Giga Bowser What happens? - Bowser grows immensely in size and looks even more fearsome than before. Absolutely incapable of flinching from the other puny fighters, he wreaks unquestioned havoc upon them while they simply try to avoid his path of destruction. While Bowser can take damage in this form, it's most wise to avoid him. Application: The second you get the should Smash Ball you should trigger the transformation. You control the same as regular Bowser except now you're huge and don't flinch, plus you have an immense damage increase. You can take out multiple people with a single swipe and can get multiple KOs on a single person if you're good enough. Your opponents can actually needle you with damage while you're in this form, but they won't be able to knock you out or anything since you don't flinch. Take out anyone who gets close and chase them with shell and flame. This would be an easy max rating if you were fully invincible, but this is still amazing regardless. Also, it might be good to remember that Bowser's down smash now has a frigid aura about it in this form, it'll freeze opponents caught in its wake! Use this to your advantage. Don't forget that his forward smash at the right distance can nail edge-hangers as well. This doesn't get a 5 because it doesn't last as long as you would hope. Rating: 4.5/5 Power: All of your regular moves do significant damage and you can even just charge things like your up and down smashes on helpless opponents and watch them fly. Your opponents may be able to avoid you but if they can't you can absolutely destroy them. Still, it doesn't have the power of moves like Triforce Slash and Zero Laser so it's hard to give it a 4 or higher, but still better than average. Rating: 3.5/5 Looks: If you played Melee and got to the final event or even just beat Adventure on Normal or higher, you what this is all about. Bowser looks absolutely terrifying and he can completely tear through things and leave the stage in his wake. It doesn't necessarily look as impressive as Mario Finale or anything (Mario's always got 1up on Bowser...sorry, but I get to have my bad jokes every once in a while), but it has its own great charm. Rating: 4/5 Vs. One Opponent: You're Giga Bowser and they can't do much run. With nothing else to concentrate on, they probably won't be able to needle you with projectiles or anything either. Just go after them and start tearing them up. Rating: 4.5/5 Vs. Multiple Opponents: Just more puny fighters for you to smash. Even if they to target you from afar you'll still be able to make it to them and destroy them. You'll take some extra damage, but you'll wrack up KOs as you smash your way through them. Worse than against one opponent, but still good, if it just lasted a little longer it would be up there. Rating: 3.5/5 Overall Rating: 4/5 Without Looks Rating: 4/5 -------------------------------------------------- J. Donkey Kong [D1] Final Smash - Konga Beat What happens? - Donkey Kong pulls out his Bongo Drums. He starts playing a rhythmic, catchy beat the pulls in all nearby enemies as forces them to bounce around in the music. DK will be invincible while playing his catchy tune, but it's not like you could get through his mesmerizing beat anyway! Application: Well, once you grab the smash ball you can just hit B pretty much anywhere and you'll be grooving to the beat. Still, there's always going to be one area of the stage that's probably the best place to hit it, but in general the best place to hit it is wherever your opponents are, because if you time the beat correctly they will not be able to escape. On that note, after activating the final smash, it's better to time the beat and keep your opponents trapped in the music so you can do maximum damage (This sentence was all I had about it in the original guide, but it became obvious in e-mails that I needed to say it more clearly. You tap A in time with the beat so you can do more damage and keep opponents locked in the music longer. This is important to remember when rocking out with DK). If you are good enough at timing the beat in the aforementioned manner, DK will occasionally clap with the beat, causing decent knockback with some KO potential. Still hard to execute but you might need to get used to that catchy tune. Still, moving stages are not your friend at all so that takes some points away from this, but I suppose it also grabs the people caught in the beat... Rating: 3/5 Power: Okay, this move racks up a lot of damage, and if you can figure out how to correctly time the beat (I had a lot of trouble with it, but then again it took me quite a while to get good at Rock Band too), you'll get that hand-clapping knock-back with some decent power. This still doesn't rack up there with the power-packed single hit final smashes, but it's decent enough and the amount of damage if the opponents are caught long enough is considerable. Rating: 3/5 Looks: The beat gets included here, so that's a bonus. Plus, it's cool to see Donkey Kong knocking people around while rocking out. Your opponents must be sad that they're fighting a quick, powerful monkey and getting tossed about by musical notes. Rating: 4/5 Vs. One Opponent: Well, you only have to get one person in the tune so that's not to difficult, but it might be easier for them to escape if you miss a beat so it's tough to rate this one. It's alright but again everything else plays into this so it's hard to say. Probably low end compared to all the other final smashes. Rating: 3/5 Vs. Multiple Opponents: The move is better against multiple opponents actually because you can knock them all around and into each other, and if people aren't in your beat your opponents will probably try to knock them into it since your move doesn't KO but racks up some damage. Still, not being able to instantly wipe out everyone on screen is kind of a downer, so it's still not that great. Rating: 3.5/5 Overall Rating: 3.3/5 Without Looks Rating: 3.2/5 -------------------------------------------------- K. Yoshi [Y1] Final Smash - Super Dragon What happens? - Yoshi grows tremendous angelic wings and becomes invincible. He can now breathe fire and shoot fireballs, taking out anyone in his path! Up, down, to the side, under the stage, in the air, there's nowhere to hide from the Super Dragon Yoshi! Application: Just grab the smash ball and hit that button. Nothing to line up beforehand because you can do it anywhere with your tremendous movement. Tapping the attack button afterwards will shoot out fireballs that pack quite a punch, but you can also directly breath fire every once and a while if you don't hit non-jump buttons, but this probably isn't the optimal option (considering he stops the jet stream and restarts it at intervals). If you're up against opponents who are good at dodging, this is a wise strategy as you might be able to catch them for some damage and then nail them with a fireball. It also seems that Yoshi's flapping wings can also do damage, so add that to your strategy. Either way, you can get several KOs as the super dragon and your opponents will be waiting a while for this thing to end. You can follow their flaming bodies all over the screen by flying with your control stick (jumps seem to help some, they don't end until the smash does.) Not hard to control either, this is the great. Rating: 4.5/5 Power: As stated, his fireballs pack a punch and the jet stream of fire can rack up the damage. You'll send people flying like crazy. It's not the absolute most powerful move, but considering you can hit with several fireballs, that racks up and adds to it. If you're good enough you should take out opponents regardless of previous damage. Rating: 4.5/5 Looks: The way Yoshi glows is sweet, and the wings look amazing. The fire also has a sort of holy glow that just looks luminous. You almost look majestic flying around the screen, which is weird because that isn't what I think of when I usually think of Yoshi. This transformation is great. Rating: 4.5/5 Vs. One Opponent: They will be running like crazy from you, but there isn't really anywhere to run (except on the Pictochat stage and even then only if they're lucky). Only one guy to focus your fireballs on, and when they respawn they'll just be waiting to get hit some more. Bad news for them either way. Rating: 4.5/5 Vs. Multiple Opponents: There's just nowhere to run, and what's worse is that your opponents will help Yoshi take you out if it's a stock match. Yoshi can just take out everyone and then take them out some more. Not quite as good as just focusing on one person, but this more than gets the job done. Rating: 4/5 Overall Rating: 4.4/5 Without Looks Rating: 4.4/5 -------------------------------------------------- L. Peach [P2] Final Smash - Peach Blossom What happens? - Peach starts to dance, and there's a different music for the activation! Peach frames the screen, and suddenly everyone is put to sleep. Actual peaches litter the screen ready to be eaten for health recovery. Peach is invincible during the activation and everyone's asleep after it so they aren't going to hit you while you're launching them or eating peaches! Application: Okay, all you really have to do here, like so many other final smashes (which makes them good) is hit B. The dance will activate and everyone on the ground will take a snooze. Enemies in close enough proximity to Peach will also take damage, around 20% for being mildly close, but if you're close enough to dance with her you'll take about 40% (must have two left feet). Opponents in the air won't fall asleep, but they'll have a hard time doing that considering they lose control of their character when Peach starts dancing (meaning they'll have to be in the air considerably high when the smash actually activates). Now you have options. You can send your opponents for a ride with fully- charged smash attacks, or you can grab a quick snack with the peaches and keep yourself alive. The choice you make could be different depending on whether you're playing stock or time (you may prefer to heal yourself in stock whereas sending people flying is the better option in time). They actually stay asleep long enough that you may be able to do both, but that's a risk you're going to want to weigh. On moving stages, this is absolutely deadly though. There's a very high probability that you will take out all of your opponents without even having to touch them. Take that into consideration if you're taking turns picking stages or something. Either way, this is pretty easy to execute and obvious to use. Rating: 4/5 Power: There is no real power. You can do damage if the opponent is close enough, but you don't send people towards a knockout without actually executing your other moves, which aren't all that powerful. You put them to sleep and get to eat peaches. I guess you can count the peaches as healing power (around 5% per Peach)...and the smash gives you the opportunity for powerful moves...I guess I won't give this a zero, but it's the closest thing to it. Rating: 0.5/5 Looks: If you played Super Princess Peach then you know what the frame is all about. The music is a nice little tune which I believe is from that game, and the screen homes in on Peach for her little dance. It's also pretty cool to see the screen litter with peaches while your opponents have snooze bubbles. I can't give it as high a rating as the more visually appealing moves but it's pretty cool anyway. Rating: 3.5/5 Vs. One Opponent: A very good situation, as you have the possibility of fully healing yourself and getting a knockout without having to worry too much about the clock. Just don't mess up your charged smash attack or you definitely won't get the desired effect. Rating: 4.5/5 Vs. Multiple Opponents: Still pretty good, you can heal yourself and possibly get more than one knockout, unless you're on a moving screen where this would be an easy 5 (the combination of knocking out all opponents plus healing yourself). Opponents who were in the air when you unleashed this won't be asleep, but they will probably go for easy pickings or the peaches, whereas you'll get the other and still you're your opponents taken out. Either way, this is still good. Rating: 4/5 Overall Rating: 3.3/5 Without Looks Rating: 3.3/5 -------------------------------------------------- M. Ice Climbers [I1] Final Smash - Iceberg What happens? - High Five! The Ice Climbers summon a giant Iceberg to encompass most of the screen. Enemies touching the iceberg will take constant damage, will be unable to move correctly, and have a possibility of being turned into a block of ice. The Ice Climbers can handle the cold, but will still have a little trouble traversing the iceberg. The Ice Climbers can be hurt by opponents while the iceberg is up, but it is unlikely your opponents will find the opportunity. Application: Grab the smash ball and you can just hit B pretty much anywhere. You can use this move even if Nana has already been knocked out, you just won't get to high five (see, everything's worse without Nana). The part that's actually worse without Nana is that (unless there are available platforms) you probably won't be able to get over the tip of the iceberg to smash your opponents with your hammers (with Nana you can get up-draft on the side-B or Belay over it with the up- B). Either way, you should be trying to hammer your opponents and not just be lazy and let the iceberg do all the work, especially since your opponents will be using all of the jumps at their disposal to avoid the ice (and most third jumps cause your opponent to be entirely vulnerable after using it). Either way, this is easy to use and understand, but you can still technically be hurt during this, just not by the iceberg. Rating: 4/5 Power: The iceberg can rack up a lot of damage fairly quickly, and when your opponents get frozen they get jettisoned from the iceberg (I've never seen it strong enough for a KO in and of itself but it's a possibility...), and since you can smash your opponents with your hammers while they're getting beat up by a giant block of ice that's something. Opponents still continue to take damage if they are close enough to the Iceberg but not directly touching it, Final Destination is an easy place to see this in action. It's hard to give this an amazing rating but it's decent. Rating: 3/5 Looks: The Ice Climbers final smash encompasses the stage, completely changing it. It looks alright and I'm adding half a point for the high five, but if you only have Popo then just remember you lose that half point. Rating: 3.5/5 Vs. One Opponent: Pretty simply this will damage them pretty well and you only have that one person to concentrate on with your dual hammers of doom (unless you don't have Nana, and shame on you if you don't), so it's pretty good. Still you may have trouble hitting them (the iceberg probably won't, but you might) so this is okay. Rating: 4/5 Vs. Multiple Opponents: There are more people to concentrate on, but then again there are more people who take damage and in matches they'll almost definitely still be trying to take each other out (even better for you in stock) and they are all still taking tremendous damage. Rating: 3/5 Overall Rating: 3.5/5 Without Looks Rating: 3.6/5 -------------------------------------------------- N. Pit [P3] Final Smash - Palutena's Army What happens? - Pit calls to the heavens to summon the army of a goddess. Palutena answers the call, manifesting herself as a large deity in the background and sending in winged troops for battle. They attack Pit's opponents and send them for a ride. Pit is invulnerable during the summoning but can still be attacked normally while the army is attacking. Application: Recurring theme lately, hit B wherever you grab the smash ball since you don't have to line up anything. The army attacks and sends your opponents flying. Despite the fact that this seems the type of final smash that could get multiple KOs on a single opponent, that is very unlikely. As mentioned before, you can be attacked regularly during this, and it's actually more likely that you will with this one than say Ice Climbers. On the other hand, you can tear people up during this as well and since these guys actually have a good chance of knocking people out themselves that's an added bonus for you, so I'll give this the same score as the duo. Rating: 4/5 Power: It'll most likely take the guys quite a few hits to take someone out and even then they might not be able to do it, and this smash doesn't rack up the damage anywhere near iceberg, even though the individual hits do send people sideways. Pit himself also isn't as powerful as the Ice Climbers (few people can compare with TWO hammers after all) and several times I've seen this not KO anyone in a four person match. Still, in the right hands it has potential and Pit is a very good character. Rating: 2/5 Looks: If you've played this game then you probably know that Pit is annoying. I don't know if it's that way for everyone but I can't stand to hear him talk. Oh well. The giant Palutena in the background is what gives this almost all of its points here because here army visually looks like a bunch of wimps. So pretty much the giant Palutena is worth 3 points and the rest of the final smash is -1 so we'll give it... Rating: 2/5 Vs. One Opponent: The entire army now has to home in on only one person, so...yeah, this is where the move is best. You actually have a great chance of knocking them out and getting some bonus damage on them after they get back. I suppose if you're really, really good you could get 2 KOs with this but I doubt it. Anyway, the move shines here. Rating: 4/5 Vs. Multiple Opponents: Despite this being a final smash that "hits" everyone, there's a decent chance you won't get to knock anyone out. The optimal situation most of the time is they dodge one of the guys, you smash them as they come out of it and then they get hit and knocked out by another guy. On a small stage this move is better (that's the way it is with almost all final smashes though). It's decent but doesn't compare with many others. Rating: 2.5/5 Overall Rating: 2.9/5 Without Looks Rating: 3.1/5 -------------------------------------------------- O. Wario [W1] Final Smash - Wario-Man What happens? - Transformation! Wario becomes Wario-Man, and all he has to do is eat some garlic! The mask! The tights! The cape! Is that flying or something else?! Is he laser gun proof?! Punches...they do nothing! The power! Wario-Man is here to save the day! At least his day is better!!! Application: Pop that garlic in pretty much anywhere you want, though being on or above solid ground isn't a bad idea. Basically, you control Wario-Man just as you would control Wario. He has mostly the same special moves with some spiffy new features. Your smash attacks are more powerful and have better range. You also rule the sky because you can basically fly by using your moves in the air. This pretty much gives you an infinite aerial combo while invincible, so you really are quite fearsome. Your opponents attack will pretty much do nothing so they're going to be running away from you. A special note about his motorcycle move...it's really, really fast now. So fast that you'll likely take yourself out (you're still KO'd if you go off the screen, just like everyone else). You the longer horizontal stages or if there are walls, you can still use it if you want to, but it's not advisable. And just don't use it in the air ever, or you'll be in for a nasty surprise. Anyway, you know the drill here. Rating: 4/5 Power: Since this is a buff move, the power comes from how much more powerful it makes you. The difference to all your moves is pretty considerable, but it's not Landmaster level. I'd say his regular smash attack's power moves up to about Ike's (or slightly higher) regular smash attack's power except for the fact that it's faster and your opponent can't hurt you while you're smashing them. Which is actually pretty significant power. I'll give this a point lower than Fox's Landmaster. Rating: 3.5/5 Looks: He's Wario-Man. Okay, the move is not visually impressive at all, but he's freaking Wario-Man. Seriously, if you look close enough you can see the smileys on his tights. Nowhere near as impressive most final smashes but I'm putting him higher than Pit. Rating: 2.5/5 Vs. One Opponent: Basic for this type of final smash, only one person to concentrate on so better for you. Still, since you move like a regular character a skilled opponent will just run like crazy from you and maybe even get away, unlike Giga Bowser where you take up so much of the screen they can't really run away. It's good but there's better. Rating: 3.5/5 Vs. Multiple Opponents: The final smash is technically worse, but to be fair most people won't just stop attacking the non-Wario-Man characters just so they can escape, so you may actually have a better shot at knocking some people out. So I guess this should get almost the same score. Rating: 3/5 Overall Rating: 3.3/5 Without Looks Rating: 3.5/5 -------------------------------------------------- P. Zero Suit Samus [Z2] Final Smash - Power Suit Samus What happens? - Energy surrounds Samus and she starts to spin. All enemies in the immediate vicinity get sucked into the vortex and Samus is suddenly decked out in her power suit. The vortex damages enemies and sends them flying at the finish. Application: This one's tough to rate. You're going to want to be on or above something solid (probably). No matter what, activation will change you into Power Suit Samus so that's something you'll want to consider, and it will happen whether or not you hit someone. The radius of getting someone isn't very big, but they don't have to be directly next to you. They just have to be *close* to directly next to you. It doesn't even have the range or Link's, but to be fair it sucks from all directions and if everyone was around you trying to also get the smash ball you might still be able to get them all, plus even if opponents don't get sucked in they can still get damaged from some of the electricity. Still, transforming into your Power Suit might actually be what you don't want to happen (considering how differently they play, I myself actually prefer Zero Suit Samus because I like faster characters). You can technically taunt out of the Power Suit but it is very hard to do. Anyway... Rating: 1.5/5 Power: This move is alright in power but it's definitely not going to KO an opponent who's at 0% or close to it. However, it does put some damage on them (probably around 25%) and if they've already taken some hits (likely) you have a fairly decent shot at KOing them. Rating: 2.5/5 Looks: Samus spins people into the vortex and then has her power suit on. There's not much to it and really doesn't look that impressive either. So...I don't know...how about...I guess the glowing and spinning is worth a point, considering I know a person who's amused by something as simple as the colors on Olimar's down-B. Rating: 1/5 Vs. One Opponent: Get near them and hit B. If they try to hit it out of you they shouldn't have the chance because the radius is big enough that they shouldn't get the hit in if they're in range to get sucked in. So just try to get near them and hit this. It's doubtful they'll be able to dodge it if you get on top of them but they still might be able to. The vortex lasts longer than the dodge which is the reason they shouldn't be able to. Rating: 4/5 Vs. Multiple Opponents: Considerably worse unless they were all gathered around you to begin with, but even if they were the range is small enough that even if they're close they still might not be close enough. Basically, pick the opponent you think you can actually knock out with the move unless another one is just closer and easier to hit. Rating: 2/5 Overall Rating: 2.2/5 Without Looks Rating: 2.5/5 -------------------------------------------------- Q. Ike [P2] Final Smash - Great Aether What happens? - Ike swings his sword in a great flaming arc. Ike and anyone caught in the swing are taken immediately to the top middle of the screen wear he slashes his victims several times with his flaming sword, ending in one final down slash that slams his opponents to the ground and subsequently sends them flying from the impact. Ike is invincible while executing Great Aether. Application: This is another of those that you have to get your opponents near you to hit. In all fairness, Ike's sword is large so you get a fair arc, but it doesn't go completely around you. If you don't hit anyone, nothing happens of course. If you execute this move in the air, a great arc of fire will come out of the sword, probably doubling this move's range and making it easier to hit. There's still little room for error but it's something to keep in mind. Rating: 2/5 Power: Racks up damage and then has the big slam at the end. It doesn't send people flying as well as Link's but racks up more damage, especially when you compare the effect on multiple opponents. Either way, you can probably take your opponents out with this move not counting a really high ceiling. Quite strong considering the amount of damage it also adds. Rating: 4.5/5 Looks: This move looks great. The first slash taking your opponent to the top and then the repeated fiery slashes, combined with final slam and explosion, it looks absolutely fantastic. I haven't heard of anyone not liking this one, it just looks great. Rating: 5/5 Vs. One Opponent: Moves like this are great against just one opponent, target them and take them out. They'll be fully caught in all the slashes and the final slam. This is what the move is for. Rating: 4.5/5 Vs. Multiple Opponents: Try to catch as many as you can, you'll keep everyone you hit in this entire time (which isn't true for Link's), but still, you're probably not going to get more than one person. Slightly better than Link's against multiple opponents but not much. Rating: 2/5 Overall Rating: 3.6/5 Without Looks Rating: 3.2/5 -------------------------------------------------- R. Pokemon Trainer [P4] Final Smash - Triple Finish What happens? - Squirtle, Ivysaur, and Charizard all pop out for one great blow. Fire Blast, Solar Beam, and Hydro Pump all come out at the same time in a great line of power. Traditional Pokemon text will flash across the bottom of the screen, just let you know it's Super Effective. The Pokemon are invincible while executing the triple finish. Application: Luckily, I don't have to write something separate for the three Pokemon because unlike the Landmasters, Triforce slashes, and Light Arrow, there is absolutely no difference regardless of who grabs this one. Anyway, the beam of elements travels all the way across the screen, but it's even smaller vertically than the Zero Laser. It's larger very close to the Pokemon, where the blast originates, causing that area to have significantly more power. So try to get near the edge of the stage and unleash, it's better for you when there's only one good place to stand. Still, since you hit people in a line and it's not as wide as similar moves, it's a little lower, but not incredibly difficult to hit. Rating: 3/5 Power: For being Super Effective, this move just is not as powerful as I thought it would be. It's most powerful near the Pokemon, seemingly becoming less effective the further the opponent is away. Also, is seems possible to get out of the beam if you're opponent is only hit by the edge of it. It's decent but not as good as expected. Rating: 3/5 Looks: This is pretty cool, you see the Pokemon lined up according to height and unleashing their moves. Ivysaur's Solar Beam seems to be the central part of the attack, surrounded by Squirtle's Hydro Pump and Charizard's Fire Blast. It almost looks like an explosion at the beginning, and quite simple this looks cool. Rating: 4.5/5 Vs. One Opponent: Just do your best to get them lined up in the beam. It's not a bad idea to try and get them near the Pokemon when you hit for the extra power. Still, this can be jumped and all that so it's only average. Rating: 3/5 Vs. Multiple Opponents: Surprisingly, this is just about the same as against one person. Try the same things. You can hit multiple opponents but they can all jump it as well. They might not even attack each other because it doesn't last all that long and their three jumps may or may not protect them. Still, if you catch them you've at least got something. This is the pinnacle of an average final smash. Rating: 3/5 Overall Rating: 3.3/5 Without Looks Rating: 3/5 -------------------------------------------------- S. Diddy Kong [D2] Final Smash - Rocketbarrel Barrage What happens? - Diddy Kong uses the jungle technology available to him to the fullest. He pulls out his peanut popgun...wait, he has two! He pulls them out and activates his rocket barrel boost...constantly! It's like a jetpack. He starts wildly firing his peanuts while rocketing around the screen! Diddy is invincible during his wild final smash. Application: Okay, you can pretty much hit B anywhere because you have a jetpack, but it's a lot smarter to do it over land, because you don't technically move up. You control it completely by tilting right and left, though tilting up gives you a little more control upwards, but doesn't help you as much when trying to aim. You fire the peanuts by attacking with either button. He fires pretty fast and it's relatively powerful, but Diddy is quite hard to control like this. And if you get stuck under the stage, you it actually takes a while to maneuver back around because of the controls. You fire straight down so you aim completely by steering, which can be problematic. You can get some KOs this way, but if you can't control it very well you might get none or even take yourself out. Still, the move is okay once you get it down and it's easy to start up, so it's okay. Rating: 3.5/5 Power: The peanuts pack a pretty fair punch, but you still likely have to connect with several of them, which is powerful. The jetpack itself does damage as well if your opponent gets too close, so that's something to remember. This really isn't Super Dragon or anything but the power is okay. Rating: 3.5/5 Looks: Diddy Kong flying around with barrel jetpacks dual-wielding peanut popguns? As crazy as it sounds, that's exactly what happens on screen. If your opponents actually think about what's taking them out that makes it even better than it actually is. Rating: 3.5/5 Vs. One Opponent: Only one person to concentrate on...which might actually hurt this one. It's pretty hard to get this to aim correctly and all that, and an agile opponent might be able to avoid you while you fly around unwieldy. With enough control you can take them to town but it's pretty tough. Rating: 3/5 Vs. Multiple Opponents: The move is probably better here as you're crazy firing is more likely to actually land against someone. Plus, people will probably knock each other around right into your path of destruction so bonus for you. Who knows, the lack of control may even cause you to hit someone you didn't even think you could. Rating: 4/5 Overall Rating: 3.5/5 Without Looks Rating: 3.5/5 -------------------------------------------------- T. Meta Knight [M2] Final Smash - Galaxia Darkness What happens? - Meta Knight grabs his cape and whirls it around himself. If anyone is even remotely touched by the cape, the entire stage is engulfed in darkness for a second. Anyone caught in this is then immediately slashed through the darkness for a great hit. Meta Knight is invincible for the short time he swings his cape. Application: You've got to hit someone with your cape. Otherwise, you'll have done nothing but look cool. The screen won't go dark or anything unless you actually land with the cape. Once you do, anyone caught is hit with the slash, even if they were caught in the small area of the cape below and behind you. It also seems that people can be knocked into the slash after the initial fling of the cape, but the timing has to be spot on for that to happen and don't count on it happen, and it can't even happen unless you got someone in the first place. If you hit just one opponent with the cape however, the other enemies (and even teammates) on the screen will still take some damage from the move, they just won't get the big knockback that comes from being actually struck by the cape and slash unless they were caught in the slash to begin with, just something to keep in mind. The cape extends a pretty good amount in front of you and even above, below and behind you there's a little bit. Overall, it's not the worst but make sure you land it. Rating: 2/5 Power: There's no racked up damage or anything, it's just the big slash (and the extra damage to people not caught in the cape. It won't knock out opponents with too low damage, but it will still do it at decent damage levels. I'd say the slash is about as powerful as the final slash in Link's, except that everyone in the cape gets hit with that whereas extra people caught in Link's seem to be able to avoid that final hit. So the power is pretty good but not as strong as the cool darkness thing would lead you to believe. Rating: 3.5/5 Looks: Meta Knight looks darn good flinging his cape out there, and considering he blacks out the entire screen afterwards, it's pretty hard for him to be more awesome while doing this move. Rating: 4/5 Vs. One Opponent: Standard drill here, just get them in your cape, and don't forget about the room for error slightly above, below, and behind you. The cape extends further in front of you than your opponent might initially expect, so do everything you can to get them. Rating: 4/5 Vs. Multiple Opponents: Everyone caught in the cape gets the full brunt of the slash, no exceptions. Obviously, anyone not there doesn't get knock-backed (unless caught in the small sliver of the giant slash animation), just takes some damage. Easier to catch multiple opponents than several similar moves, with the added range in front of you and all. Rating: 3/5 Overall Rating: 3.3/5 Without Looks Rating: 3.1/5 -------------------------------------------------- U. Snake [S3] Final Smash - Grenade Launcher What happens? - Show Time! Snake sends in the call and gets taken up by helicopter, suspended from a ladder. You then seem him in front of the screen and he has, yes, a grenade launcher! Everyone can see the targeting reticule on the screen which Snake uses to aim 6 grenades at his opponents. Then he...reloads?! 6 more grenades for your opponents to run in terror from. At the end he's lowered back down to the Brawl. Needless to say, Snake can't be touched during his final smash. Application: Doesn't matter where you are, the helicopter will bring you up in front of the screen, so you know the drill with this type of final smash. The only thing is you actually have to aim here, so I hope you know how. There's standard controls here A/B is fire, up is up, down is down, left is left, and right is right. Why wouldn't it be that way? Well, some people like aiming with an inverted axis but that's not the case here, so keep that in mind. Basically aim and the explosion will send people up, then you can juggle them all the way to the KO. You can get multiple KOs on a single person this way as well. If you wait to long to fire the game will auto-fire for you. You definitely have time to aim but don't take too much time. Also, don't forget after 6 shots you have to reload, so keep that in mind if juggling someone toward a KO. Easy to activate and not to hard to aim, this is good. Rating: 4.5/5 Power: The grenades themselves are fairly powerful, each one is probably slightly more powerful than Power Suit Samus's smash missiles, slightly less powerful than a Bob-Omb. The damage can rack up from these things if you get multiple hits, and if you opponent has enough damage (or are high enough on the screen) it may only take one to take them out. This is a pretty powerful final smash. Rating: 4/5 Looks: This is exactly what to expect from Snake. He gets air support, he has a grenade launcher with a targeter, it's hard to ask for more than this for a character like this. Everything is pretty much spot on except for the fact you don't have to worry about return fire...which is even better for you! Rating: 4.5/5 Vs. One Opponent: Only one person for 12 grenades? Bad news for them. It's very possible to get 2 KOs on that person with this, and if they don't dodge them and you're really good you could even get 3, but any opponent like that you could probably beat without the final smash anyway, so whatever. Still, very good. Rating: 4.5/5 Vs. Multiple Opponents: Even if you have 3 other opponents, this is still 4 grenades per person, which should be enough to take them out if you're good enough. Or you could just go after that one guy/girl who has trouble avoiding them and hope others get caught in the explosions. Again, still quite good. Rating: 4/5 Overall Rating: 4.3/5 Without Looks Rating: 4.3/5 -------------------------------------------------- V. Lucas [L2] Final Smash - PK Starstorm What happens? - Lucas turns and shouts: "PK Starstorm!" Giant comets rain down from the sky in a strictly vertical fashion, sending anyone caught by one flying. Opponents can even get bounced around between the comets for even more damage and opponents just get sent flying. Lucas is invulnerable while conjuring the starstorm. Application: Hit B where you grab the smash ball, solid land is your friend. Anyway, you don't control where the comets rain down or anything, Lucas just stands amidst the powerful comets he summoned, completely un-phased by the chaos around him. Since there's nothing to control, it's just basically hitting the button when you get it and that's easy to do. Rating: 4.5/5 Power: Each comet is fairly powerful, but his move's real power comes from your opponent getting bounced around several comets at the same time. The damage racks up and the comets have the power to KO opponents at relatively low damage levels depending on location on the screen, and even if opponents are nowhere near a knockout, they could just get knocked into another comet for a KO, so this move is good, but if your opponents can avoid maybe all but one it's not that great, so it loses a point there. Rating: 4/5 Looks: Okay, this looks awesome. Giant glowing comets rain from the sky while you glow with invincible power. It's even more fun to watch people get bounced around between the comets and blasting off the screen in a glowing pillar of doom. Needless to say, this is cool. Rating: 5/5 Vs. One Opponent: Well, here's the thing, you don't control anything, it's all up to your opponent. However, this move can be quite hard to escape, especially near the end when there are sometimes clumps of comets that seem to annihilate everything. It's not nearly as good as here as against multiple opponents, but in a lot of cases it only takes one comet (whether it be because it bounces people between them or they already have high damage). Either way, this is good. Rating: 3.5/5 Vs. Multiple Opponents: I can't think of a single final smash (except maybe Ness, since it's about the same thing) that's better at nailing everyone while you're untouchable. I suppose someone who's really good at controlling Pikachu/Sonic would be better, but since the vast majority of people won't be able to do that, and even people who are great can't, this gets the highest score here. It's just hard to avoid, especially on a small stage and even more so if your opponents are still trying to fight each other. On second thought, there is one other final smash... but I guess you'll have to read on to find out. Rating: 5/5 Overall Rating: 4.4/5 Without Looks Rating: 4.3/5 -------------------------------------------------- W. Sonic [S4] Final Smash - Super Sonic What happens? - The 7 Chaos Emeralds are gathered and glow around Sonic and he is immersed in light! He turns golden and starts to glow. He flies around the screen at high speeds, going straight for his enemies. Brawlers run in terror from his golden glowing form. Sonic is completely invincible while in his Super Sonic form. Application: Okay, this is actually quite a bit different than Pikachu's, even though the two moves are still similar. Firstly, Sonic can't fly through platforms, and he also doesn't have Pikachu's ability to rack up actual damage as quickly. However, he seems faster, easier to control, and sends people flying, while possibly even lasting slightly longer. Grab the smash ball and hit B immediately, wherever you are, because you're going to be flying around the screen and won't have to worry about damage or falling in Super Sonic form. Rating: 4.5/5 Power: This move packs an obvious punch, capable of sending people at even fairly low damage levels. The damage to their actual health percentage isn't as great as what Pikachu can do, but his move is still very dangerous for opponents. Rating: 4.5/5 Looks: This gets its own entry, because Sonic obviously doesn't turn into a ball of electricity. The activation with the Chaos Emeralds is pretty cool, and watching a golden Sonic fly all over the place at speeds that would boggle the other characters is looks good. Actually, it's still about the same as Volt Tackle... Rating: 3.5/5 Vs. One Opponent: See Pikachu. They're actually still quite similar here because your opponent will have tons of trouble with you and might lost two stocks/points. Rating: 4/5 Vs. Multiple Opponents: See Pikachu. The ratings still tell you how good these are and everything, there's just not much more to say. Rating: 4.5/5 Overall Rating: 4.2/5 Without Looks Rating: 4.4/5 -------------------------------------------------- X. King Dedede [K2] Final Smash - Waddle Dee Army What happens? - King Dedede is in complete control. He glows and is in command of the Waddle Dee Army! Even the music changes at the King's whim. These guys come from out of nowhere and move faster than what you'd expect. They attack everything in their path and sometimes Gordo's even come out for extra added punch. King Dedede is invincible while using his dance to control the Waddle Dee Army. Application: This right here is why no other final smash has gotten a 5 here, even if it's easy to land. Nothing beats landing this. On screen, off screen below the stage all the way up in the sky, moving stages...none of that even matters. Just hit that B button the second you've absorbed that smash ball and Waddle Dee Army will appear. If you're on absolutely nothing and below the stage, you'll literally float in mid-air while dancing and summoning the Waddle Dee Army. Even on moving stages, the stage will actually slow to a crawl so you can execute the move. I've purposely gone to the bottom of Rumble Falls (off screen but not KO'd) and to the left of Mushroomy Kingdom (same) and the screen slows enough so that if you start to recover at the immediate end the stage won't kill you. Even if you jumped off Final Destination so you could grab the smash ball in the bottom right of the screen, Dedede has enough jumps including his high-flying up+B to recover back to the stage. Since you don't actually control the Waddle Dee Army yourself, you can't really take that into consideration for this move so all that counts here is executing, and like I said, you can really do that anywhere. The closest move to application is probably Super Dragon or something like that, but since you still have to control Yoshi for that I just couldn't give anything else this rating. Rating: 5/5 Power: Well, this move isn't that powerful, I suppose it most closely compares to the other final smash with army in the title, Palutena's Army. The Waddle Dees move relatively quickly and attack anyone around. There are more of them than Palutena's soldiers, but since they can't fly I guess there's a difference (they do seem to be able to jump a little). Getting hit by one Waddle Dee isn't really going to do anyone in, but a bunch of them might do the trick. However, Gordo also has to be taken into consideration and he packs a real punch. Pit doesn't have an equivalent for that so this scores slightly higher. Rating: 2.5/5 Looks: King Dedede knows style. The music is under his complete control during this, and it fits to a tee. Seeing a ton of Waddle Dees and the occasional Gordo encompass the screen looks cool, and when you add in King Dedede's little glowing dance it's just too much. Pit wishes he was this cool, but he's not. Rating: 4.5/5 Vs. One Opponent: The enemies here sweep across the screen and can attack, but it might not be all too difficult for one person to avoid. Especially since Dedede is being awesome and dancing, thusly being unable to knock the opponent into the army. Still, they can definitely get to whoever it is. Rating: 2.5/5 Vs. Multiple Opponents: The Waddle Dees just have to spread out their attacks here. They use the same formation as against one person, except now there's less places to run because opponents will be fighting over places that are safe, possibly causing the enemies to get swept away. Rating: 3.5/5 Overall Rating: 3.6/5 Without Looks Rating: 3.4/5 -------------------------------------------------- Y. Olimar & Pikmin [O1] Final Smash - End of Day What happens? - Olimar knows well enough not to stay out at night! There are just too many large scary creatures out there. So he and his Pikmin friends jump in his ship and blast off for the night. Unfortunately, the blast off traps everyone else on the ground to get attack by giant wild beasts. You can't see the attack but you can hear it happening. When it's time to come back Olimar crashes his ship on the stage, sending people flying, but he's okay! Olimar is obviously invincible during his final smash. Application: Once you got that smash ball, jump in your ship fast before it's too late, but being close is definitely better. (If you use your Final Smash over a pit, you'll have to re-pick them when you land because they won't make it into the ship, so sad!) Your poor opponents will get attacked by the beasts, while being almost definitely buried by the blast off if anywhere in your proximity (which is likely because a smash ball was just on the screen.) The bury from the blast off is similar to what happens with DK's headbutt and the Pitfall item. Also like the Pitfall item, if you hit this in the air with your opponent next to you, they will be meteor smashed down to the ground (or lack of ground) when you blast off. When you come back down, unless you land on a platform or something that stops them from getting blasted, everyone in the area will go flying of the screen. On stages like Rumble Falls and other stages with several platforms or that are very large, you just won't hit them with rocket crash. Then all you really did was a lot of damage, which is still great but not the same. You crash close to where you took off, so you want to be kind of close to your opponents and that's the thing that really makes opponents fly for this thing, so that's knocks some off. Opponents may also be able to jump away to avoid being ground (or even where the monsters are, enemies like Pit can actually fly around above the monsters and not take that much damage, though it may be a little harder for him to avoid the ship this way or come to the ground fast enough) and the platforms have to be taken into consideration. Rating: 4/5 Power: Well, your opponent's take a lot of damage and if they get hit with the ship they are almost definitely gone. More powerful against multiple opponents, but anyone who gets hit by this is going to wish they hadn't, and everyone gets hit by this. Very good. Rating: 4.5/5 Looks: The blast off is awesome and it's great how the screen switches to the stars. The background sounds are great for this smash and you can even see some of the colorful beasts attacking your opponents. The giant explosion of the crash is just good. Very good. Rating: 4.5/5 Vs. One Opponent: Rack up the damage on them and then crash into them, pretty simple mechanics. Even if they don't get taken out by the rocket itself, they'll have some big damage on them now and you should be able to take them out. Great. Rating: 3.5/5 Vs. Multiple Opponents: The screen goes up so all of your opponents take some big damage, and the crash can actually take out all of your opponents as well. However, if the crash doesn't hit, people can steal your KOs which can be depressing in time matches. Still, that could happen with PK Starstorm as well...oh, and back to that, this is where that on second though comes in. Yeah, here's a... Rating: 5/5 Overall Rating: 4.3/5 Without Looks Rating: 4.3/5 -------------------------------------------------- Z. Ness [N1] Final Smash - PK Starstorm What happens? - Ness turns and shouts: "PK Starstorm!" Giant comets rain down from the sky in a wide, fan-shaped fashion, sending anyone caught by one flying. Opponents can even get bounced around between the comets for even more damage and opponents just get sent flying. Ness is invulnerable while conjuring the starstorm. Application: See Lucas. The only difference here is that the comets rain down at a slight angle, which may be good or bad depending on how you see it. Once you mention that little fact, everything from here on out is the same. So there's really not going to be much to say about it. Rating: 4.5/5 Power: See Lucas. Rating: 4/5 Looks: See Lucas. I think this actually looks slightly better than the Lucas PK Starstorm (I like how they rain down better), but it's about the same and I already gave that max score so this gets the same as well. Rating: 5/5 Vs. One Opponent: See Lucas. Rating: 3.5/5 Vs. Multiple Opponents: See Lucas. Rating: 5/5 Overall Rating: 4.4/5 Without Looks Rating: 4.3/5 -------------------------------------------------- AA. Marth [M3] Final Smash - Critical Hit What happens? - Marth points his sword to the sky and the tip glows ominously. Then Marth dashes across the screen quickly brandishing his sword. When he reaches an opponent or opponents, he makes a single slash. Suddenly, a life gauge appears and you see it completely deplete! Your opponent just took a critical hit! There they fly! Application: This is another one of those final smashes that you have to line up. However, when Marth dashes across the screen for this, he dashes quite far, as in he has better range than Link. Anyone caught in this slash takes the critical hit and is immediately jettisoned. Since it's one of those that you have to line up, it can't get a good score here, but because of his giant dash he one-ups some of his competitors. It is kind of important to keep in mind that if you miss with this move, you'll still continue that dash. That's important to keep in mind considering it could send you towards your own knock-out. The dash seems to be amplified when you start in the air, and is significant to worry about even on large stages. That lowers the application of this move quite a bit, but as long as you are on land you should stop the dash at the edge of the platform you're on. Rating: 1/5 Power: Basically, getting hit with this is bad. Even though it's only one single slash, it's a critical hit. One, two, three opponents, doesn't matter. You get hit by this the damage is absolute. You go away. Unless something impedes you and you bounce multiple times this is going to take you out. Scary. Rating: 5/5 Looks: Not much to it, sword up, dash and slash. The life bar appearing is pretty cool, but that's about it. It's worth 2 and rest is good for a 0.5. Not as good as Palutena, but since the rest of Pit's got that -1 this still beats him. Rating: 2.5/5 Vs. One Opponent: Uh...yeah. Bye. Absolutely devastating. No other move quite compares. Rating: 5/5 Vs. Multiple Opponents: Odds are you're not going to hit more than one person, even though you could potentially hit both or all three. And if you do they are gone. So this is okay, especially considering the power. Rating: 2/5 Overall Rating: 3.1/5 Without Looks Rating: 3.3/5 -------------------------------------------------- BB. Luigi [L3] Final Smash - Negative Zone What happens? - A giant circle of darkness surrounds Luigi and everything is changed to shades of gray, black, and green of course. The music and the screen are Luigi's now, and his dance let's you know. Opponent's are helpless before Luigi in his world, and he's out to prove he's no second fiddle. Application: Okay, firstly, I'm going to explain everything that happens to opponents when they are in this bubble. But since I wouldn't have known everything if it weren't for the official site, I'm going to rattle off exactly what they said. I got this from http://www.smashbros.com which is known as Smash Bros. Dojo, under the secret characters entry for Luigi where his final smash is explained. This is what happens in the Negative Zone. Opponents suffer: * Drastically reduced attack power * Greater launch distance when hit * Increased likelihood of slipping * Steady increase in damage percentage * Flower growth on head * Dizziness * Uncontrollable taunting * Sudden sleepiness * Decreased movement speed And so on.... Luigi's Up+B landed correctly is apparently instant KO for the helpless opponent's even if they were at 0% before hand, and his smash attacks will probably do the number as well. If your opponents are jumping while in the negative zone, they can't fall asleep, taunt, or slip (also taken from the Dojo) so that's something to take into consideration. The negative zone has limited range though so make sure you actually trap them in your bubble. Not hard at all on small stages. It's especially nice to make the Negative Zone appear near the respawn point to try to get multiple KOs out of single opponents. Pretty easy to land, but you can't do it below the stage or too high in the air or anything like that. Rating: 4/5 Power: The negative zone itself isn't too powerful even though it does do consistent damage. The increased power of your moves, or more exactly, the increased launch distance is the real kicker, especially when you consider the Up+B being pretty much an instant KO. So this gets... Rating: 4/5 Looks: Well, suggestive themes aside, you should take this at face value. Luigi gets his own little world. He's got the moves, the music, but he's got the real kicker. Making your opponent's uncontrollably taunt is just amazing, and I get a kick out of it every time I see the super slow-motion taunts, especially ones like Mario's. Good rating here. Rating: 4.5/5 Vs. One Opponent: Too simple, only one opponent to trap in the negative zone and you are going to take them out. Not only that, you have a better range than say Marth's or something, the only problem is if they jump or something. But considering they will be slowed and you're not, you can still probably land the fire jump punch and knock them out anyway. I guess they could get a lucky dodge and run away, but it'd be tough. Since this guide is about telling you how to use the moves and such and now you know the instant KO, this has to get the best score. Rating: 5/5 Vs. Multiple Opponents: If everyone was around you trying to get the smash ball, they are in a lot of trouble if they failed. Someone may be able to escape, but you can take them out of commission. On a small stage, you've probably gotten yourself multiple KOs and depending on position, take people out more than once. You could also miss-time the move and not get anyone in the negative zone initially which wouldn't do anything much for you, because it's not like it moves with you. Still, it's very good and a potential on multiple KOs. Rating: 4/5 Overall Rating: 4.3/5 Without Looks Rating: 4.3/5 -------------------------------------------------- CC. Falco [F2] Final Smash - Landmaster What happens? - Falco calls to his ship to drop the Landmaster into combat. Basically, you become the blue Landmaster, becoming invincible and having a giant cannon on the front. You proceed to rampage in your tank for a decent length of time while your opponents figure out how best to evade. Application: See Fox. Here's the difference. Fox's Landmaster has much better maneuverability on solid ground. Running into enemies on the ground is more powerful. He's faster there and can handle the terrain better. Falco, on the other hand, his domain is the sky. Hitting enemies in the air is stronger and you move much faster and more gracefully in the air, which is better for flying your opponents up off the top of the screen if they decide to take a ride. Other than that, you've got your basic tank. Rating: 4.5/5 Power: See Fox. Rating: 4/5 Looks: See Fox. Same color and all. Rating: 2/5 Vs. One Opponent: See Fox. Rating: 4/5 Vs. Multiple Opponents: See Fox. Rating: 4.5/5 Overall Rating: 3.8/5 Without Looks Rating: 4.2/5 -------------------------------------------------- DD. Captain Falcon [C1] Final Smash - Blue Falcon What happens? - Captain Falcon calls for his vehicle, the Blue Falcon! It comes to him, knocking the enemies nearby to...the race track? Time freezes on the stage and a cinematic scene occurs! Captain Falcon drives down the track in the Blue Falcon while his opponents try to figure out what happened. Due to his amazing speed, they can't react in time and are jettisoned off the stage! Application: Okay, the first thing to understand is that Captain Falcon has the only cinematic Final Smash. Once you hit it, even if there are unaffected competitors on the screen, you will be transported to the track in the Blue Falcon, as will your opponents, except they'll be without a vehicle...bad call. Anyway, the Blue Falcon comes in right in front of where you are and anyone hit by that initial drive-by will be in the cutscene. Obviously, you can compare this to Link's or Meta Knight's or whatever, but you know the scores with these types of final smashes. Rating: 1.5/5 Power: This move is very powerful, and is going to be a likely KO on the opponents you hit, though on a big enough stage and such your opponents actually can survive if you're too far away from the edge. Capable of KOing 0% opponents in the right situation though. Rating: 4.5/5 Looks: Okay, Captain Falcon has his own cinematic, which none of the other characters boast. That gives him some serious points. I don't know what idea Nintendo is giving kids by having Captain Falcon run over his opponents but I will say this right now...DON'T DO IT KIDS! HITTING PEOPLE IS BAD! Anyway, this is great looking for what it's worth. Rating: 4.5/5 Vs. One Opponent: You hit them and they go bye-bye. Nothing else to say really. Rating: 5/5 Vs. Multiple Opponents: Pretty much the exact same as Marth here as well. Go for one person and if you hit another then good for you. Rating: 2/5 Overall Rating: 3.5/5 Without Looks Rating: 3.3/5 -------------------------------------------------- EE. Lucario [L4] Final Smash - Aura Storm What happens? - Lucario transports to the top of the screen. With a thrust of his arms, he unleashes and amazing aura beam. The beam grabs opponents caught in it and makes them feel the pain, and at the end of the blast opponents are sent flying. Lucario can't be hurt while unleashing Aura Storm. Application: First off, this is one of those where you can hit B as soon as you get the smash ball. However, you then have to control the beam by tilting left or right. It's not very wide and it moves slowly. Plus, you can only move it so far to the right and left, giving your opponent's an opportunity to jump over it long enough to avoid it. Just make sure you start moving it toward them as soon as you possibly can. Something serious to consider is that this actually works like Lucario's other moves, in that the more damage you have, the more damage this does. That doesn't really matter for when you execute, because you're going to do it as soon as you get it. It's just something to remember. The end of the beam is when they go flying, opponents are damaged during the duration. You should point the control stick directly at your enemies near the end and you get some extra power. Easy to start but not the best thing to land, it still gets good points for set-up. Rating: 4/5 Power: Honestly, it's not nearly as strong as it looks. It's in that class with Pokemon Trainer (not surprising because Lucario is a Pokemon) where it doesn't pack the punch you thought it would. Even if you have Lucario at high damage it just doesn't have amazing effect on low damage opponents, and even on decently damaged opponents it might not KO. Odd. It still KOs if the cards line up, and does rack up damage, so it still gets the same score as the Pokemon Trainer. 3/5 Looks: Okay, this move looks amazing. It looks like an absolutely vicious beam, I don't know what does it, but it's almost scarier than the Zero Laser. The light emanating from Lucario looks cool, and moving it just makes it cool. What it lacks in power, it makes up for in style. This category actually makes the move sound worse than it is in the other categories, simply because of how visually impressive it is. Rating: 5/5 Vs. One Opponent: You get to aim at one person so good for you. I suppose this is where it's better but now there's also no one to help you knock them into it. On a small enough stage you'll most likely hit your opponent unless it's Jigglypuff or Peach or someone who just seems to stay in the air forever and get over the beam's range. Pretty good. Rating: 4/5 Vs. Multiple Opponents: Okay, if they're on different sides of the screen you aren't going to hit both of them, you'll probably just want to aim where you see more bodies. There's a good chance you'll catch multiple people in the beam even though it moves so slow, but still it's not amazing, just average, which is still surprising. Rating: 3/5 Overall Rating: 3.8/5 Without Looks Rating: 3.5/5 -------------------------------------------------- FF. R.O.B. [R1] Final Smash - Diffusion Beam What happens? - R.O.B. activates the Diffusion Beam! A swirling beam of light starts spiraling in front of him. All enemies in front of R.O.B. are caught in the maelstrom of destruction in front in him, while he's still fully capable of attacking with most of his attacks. R.O.B. is vulnerable with the diffusion beam active, but anyone caught in it will be staggered and open for attack. R.O.B. becomes invincible while executing his Diffusion Beam. Application: Firstly, don't get too fooled by the what happens part. I have to make them all sound cool. The spiraling beam in front of you is only about two Luigis wide. Secondly, it doesn't send people flying, just staggers and racks up damage. However, the important thing to keep in mind is that you can use all of your Robotic Operating Buddy's moves except for his Robo Beam with this active. With this in mind, you can actually KO several people with some skill because R.O.B. is pretty powerful and has some good moves pack a punch. Not only that, his ability to basically fly wherever he wants for a short amount of time can't be overlooked. Catching people in the diffusion beam isn't hard because you only have to be near them. What's funny is that one of R.O.B.'s taunts (yes, you can taunt with Diffusion beam on, just like you can taunt with Wario-Man and Giga Bowser) will actually make the Diffusion Beam arc over him, potentially hitting people above and around you. I don't really recommend doing this but it's funny to damage people this way. Also, R.O.B.'s Diffusion Beam occasionally shoots out an actual beam with a much larger range that can really pack a punch on high percentage opponents. Anyway, you can hit B right when you get the smash ball and then just find some people to torment. You control just the same and everything so go get your opponents. Rating: 4.5/5 Power: Well...the beam can really rack up some damage, and R.O.B. has some pretty powerful attacks for that matter, but I suppose the actual power of the actual final smash isn't that great. There's some bonus here for the beam occasionally firing as well. Still, lining people up for your already powerful moves deserves some points. Rating: 3.5/5 Looks: Well, the spiraling power looks pretty cool, but really that's all there is to it. It's hard to rate this one accurately but it's just not impressive past when you first see it and even then not so great. Rating: 1.5/5 Vs. One Opponent: As long as you face your opponent, you can get them pretty good. Thusly, this is a great situation for R.O.B. as he can get a potential KO here and then rack up some damage for next time. Rating: 4/5 Vs. Multiple Opponents: You just have to fight like you normally do with the added bonus of non-stop destruction in front of you and being invulnerable. You actually have a decent shot at racking up several KOs here with your added beam power and the amount of damage your opponents accumulate. Rating: 3.5/5 Overall Rating: 3.4/5 Without Looks Rating: 3.9/5 -------------------------------------------------- GG. Mr. Game & Watch Final Smash - Octopus What happens? - Mr. Game & Watch is transformed! He's takes the shape of a two-dimensional octopus! Mr. Game & Watch can jump about in this form and lash out with his tentacles. Even though he can't turn around, he can still move in both directions. Surely this 2D terror is not to be trifled, because he can't be! Mr. Game & Watch is an invincible octopus! Application: Okay, you want to hit B as soon as you get the smash ball, but still make sure you're on or above something solid, because in octopus form you only get the standard two jumps, there is no third jump to help you out. You do control him like a regular giant character, the differences are you get those two jumps and tapping the attack buttons make the tentacles lash out. When you aren't attacking with the tentacles your body can do good damage and when you're attacking the tentacle's are things that do damage. Mr. Game & Watch is pretty easy to control here and you can get multiple KOs on a small stage, combined with his invincibility and new size this is a final smash to beware, just remember the one jump rule. Rating: 4/5 Power: Mr. Game & Watch is pretty powerful here, just remember which part of his body you're attacking with. You'll likely need to score multiple hits to knock people out, but that's not very hard. It's not like the attack power bonus of Giga Bowser, but you're still quite strong and can't be hurt. Rating: 3.5/5 Looks: Okay, you're an octopus. And you have awesome 2D tentacles. And you can jump around a little bit. And your opponents are running from a 2D octopus. This is really cool. Rating: 4/5 Vs. One Opponent: Like most transformations, you only have one person to deal with, so you can fully concentrate all of your attacks on them. This should net you a knock out plus damage on the next, possibly even 2 KOs if you get lucky or your opponent can't get out of your path. Rating: 4/5 Vs. Multiple Opponents: Similar to Giga Bowser except you can't be damaged, with a little less power. On a giant stage this might be a little difficult, but you can theoretically take out all your opponents. Plus, they might even give you a hand with it. Rating: 3/5 Overall Rating: 3.7/5 Without Looks Rating: 3.6/5 -------------------------------------------------- HH. Toon Link [T1] Final Smash - Triforce Slash What happens? - Toon Link shoots the triforce out of his hand and it envelops his opponent. He then proceeds to slash them several times with his sword and lets out one final slash that sends the opponent careening toward the edge of the screen. Toon Link is invincible while executing the final smash. Application: See Link. The difference here is slightly less range. You also do fewer slashes. However, the final slash of the attack is more powerful, so that's something to consider. Toon Link apparently doesn't get as much of the slight vertical leeway as Link's does either. Same as Link's, you can possibly get more people caught. Rating: 1.5/5 Power: See Link. Rating: 4.5/5 Looks: See Link, except now you look all cartoony, which might actually make it better or worse depending on the person. Same score though. Rating: 5/5 Vs. One Opponent: See Link. Rating: 4.5/5 Vs. Multiple Opponents: 1.5/5 Overall Rating: 3.4/5 Without Looks Rating: 3/5 -------------------------------------------------- II. Wolf [W2] Final Smash - Landmaster What happens? - Wolf calls to his ship to drop the Landmaster into combat. Basically, you become the red Landmaster, becoming invincible and having a giant cannon on the front. You proceed to rampage in your tank for a decent length of time while your opponents figure out how best to evade. Application: See Fox. Here's the difference for Wolf. His Landmaster is like Fox and Falco's combined. He's got Fox's land maneuverability, Falco's air maneuverability, and he has a more powerful gun than both them. What's the catch then? The amount of time Wolf spends in his landmaster is shorter, so use that extra power and maneuverability to get as many KOs as possible as quickly as you can. 0.5 less for the shorter time. Rating: 4/5 Power: See Fox. 0.5 greater power for aforementioned reasons. Rating: 4.5/5 Looks: See Fox, except that Wolf's Landmaster is red. Rating: 2/5 Vs. One Opponent: See Fox. Rating: 4/5 Vs. Multiple Opponents: See Fox: Rating: 4.5/5 Overall Rating: 3.8/5 Without Looks Rating: 4.2/5 -------------------------------------------------- JJ. Jigglypuff [J1] Final Smash - Puff Up What happens? - Jigglypuff starts glowing and begins to rapidly expand! Bigger, bigger, bigger! Jigglypuff is gigantic, dwarfing even the mighty Giga Bowser. What will she do in her new giant, invincible form? JIGGLY!!! Jigglypuff yells aloud and puffs up and down, sending anything close by far away! Jigglypuff will then deflate and get back to the action. Application: Okay, basically, you want to be above something solid, but probably near the lowest point of the stage since you're going to be giant. Once you meet those conditions you can just hit B, but meeting them isn't that important since you're going to be HUGE. For what it's worth, you can actually do this move anywhere because Jiggly gets her jumps after the move and she stays in place while growing large, but the above conditions are still kind-of important to meet considering that's where your foes will be retreating to. You'll want you're opponents near you but they may be able to get away, meaning this really won't do much. Still, it's not hard to hit because you're absolutely giant, and you can get taken out by moving stages, but only if you're practically already off the screen to begin with. Rating: 4/5 Power: Okay, this one is tough. The move itself does not actually do any damage. (I have had people tell me that Jigglypuff's final smash actually does do damage if you are in close proximity to her. I do not believe this to be true. Damage can be resulted from this move, but the final smash of Jigglypuff does not actually cause it. On a stage like Shadow Moses Island, if Jigglypuff knocks foes back and forth between herself and the stage, they'll likely take damage from being knocked into the stage several times. This is a result of the final smash, but I've tried several times without factors like this, and this move just does not do damage on it's own without outside factors.) However, if your opponent is touching you anywhere on your new, gigantic puffball body they will get sent away, likely resulting in a KO. So this goes by your opponent getting hit, and even though they don't get damaged, it's a powerful push away, so that's worth some major points in and of itself. Needless to say, this move is obviously better on smaller stages and can still be dangerous on large ones. Something to keep in mind is that if you're playing on teams your teammate can get caught in this, so make sure you remember that. Rating: 4/5 Looks: Okay, giant glowing Jigglypuff is just awesome. It is so cute and when it says Jiggly it's amazing. I can only imagine how sickeningly cute it is in Japanese when she says "Purin" because it has to be even cuter. I don't care what e-mails I get for this little thing right here, I'm giving it max. Rating: 5/5 Vs. One Opponent: This is one of those moves that is definitely worse against a single opponent. Unless there is absolutely nowhere to run, your opponent will be able to flee while you're expanding, so this move definitely gets knocked against a single opponent, even though on the right stage it is still devastating. Rating: 1/5 Vs. Multiple Opponents: Here you go, this is when you're great. You could possibly take out everyone because you're huge. Even if they can get away, are your opponents really just going to trust each other enough to just stand in the same safe place and not do anything. Probably not. They'll likely attack each other, possibly pushing them into you and sending them off screen. You have the potential of getting everyone or no one, but this move is good against multiple opponents nevertheless. Rating: 3.5/5 Overall Rating: 3.5/5 Without Looks Rating: 3.1/5 -------------------------------------------------- KK. Ganondorf [G1] Final Smash - Beast Ganon What happens? - Ganondorf transforms into Ganon! He becomes incredibly large and lets out a mighty stomp. Then he surges forward hammering anyone in his path, and then is transformed back at the spot the move was executed. Ganondorf is invincible while executing this move. Application: Okay, this is one you have to line-up, but you have a lot more lee-way than with Link, Marth, or Meta Knight (and I mean A LOT). Hitting this on the ground is better since the stomp will stun your opponents and then they will go flying. I guess it's kind of a combination between Marth and Mario's, even though it doesn't look like either of those. Beast Ganon is large that if you execute this move on one side of most stages and it travels across the stage, it takes up most of it. A dangerous move to be sure. Rating: 3.5/5 Power: This move does significant damage is another one of those almost sure KOs on anyone hit. So just like those moves, this gets the almost max rating in the power category, fitting of the might Ganon. Rating: 4.5/5 Looks: Okay, he transforms into Ganon, and that is just amazing. The charge is just great looking, especially with the standard final smash glow. I especially like the shockwave from the stomp, but like in all his other endeavors, I'm going to have to have him be one-upped by Link. Rating: 4.5/5 Vs. One Opponent: Just find them and nail them. Beast Ganon is so large that it's actually pretty easy to hit them and with the moves devastating effects (especially if they're on the ground), this one is easy to rate. Rating: 5/5 Vs. Multiple Opponents: Unlike other moves like this, it actually has a bigger range. Thusly, it gets a pretty good score here since the dash across the screen is quite large and it's still and almost assured KO on everyone caught in the path. Rating: 3.5/5 Overall Rating: 4.2/5 Without Looks Rating: 4.1/5 *************** 6.) Updates/Misc. "I'm not entirely sure what to put here, probably this is where updates will go. Also, I'm sure I'll think of something to put here, maybe people will give me suggestions or something, I just think it should be here for some reason." - Me, Version 1.0 of Guide Okay, figured out something to put here, an update list! That's a pretty good start. *** Update List: 3/14/08 - Version 1.0 - The initial guide was posted. 3/15/08 - Version 1.5 - Several changes in a short span, mainly on Pikachu and Sonic. Slight changes to clear some things up on Donkey Kong, Samus, R.O.B., Olimar, Peach, and Captain Falcon as well. Lots of thanks. Minor grammatical things. 3/18/08 - Version 2.0 - Tons of changes. Too many to name, so hopefully this is the biggest update I'll ever have to make. Check the thanks section for all the help I got. 3/23/08 - Version 2.5 - A few changes involving Ness/Lucas, Meta Knight, Ganondorf, Jigglypuff, Marth, Donkey Kong, and probably some others I forgot. More additions to Misc. and more thanks as always. 3/24/08 - Version 2.7 - Some minor grammatical and spacing fixes, as well as correcting a few errors. *** Something else to put here already. Neat little things that you may want to watch out for, but since they have to do with Final Smashes you may want to know them! *** *Submitted by Zapatorf about DK's Final Smash: "In regards to DK's Smash, there are multiple levels with varying effects: The first, and most powerful level, is when you get a perfect hit on the beat. Not only will it make a 'sound circle', but what seems to be an actual sound wave (as in not circle-shaped) will also come out in opposing directions. This sound wave will often knock opponents out of the range of the final smash, so I find it's best to use at the end. The second level I know exists but I'm not sure how to get it to happen when you want it to. Basically, it's just the level one sound circle without the sound wave. If I knew how to get it, it'd make a great way to juggle opponents within the circle. The third level is when you don't press anything. It will make a very small sound circle that will juggle people inside it's confines." *** Submitted by Austin Miller about Pikachu, DK, and Kirby/Pikmin: "Pikachu: You can maximize the death by waiting about 0.5-1 seconds. This gives you a little bit more control over the psychedelic sphere. Donkey Kong: If you get every beat in the Konga with the A button, you get a fully charged B move ready at the end, even if you didn't charge it before. Funny Glitch: Pikmin count as items... this sounds irrelevant until you consider Kirby's final smash. Team up with Olimar and Kirby on a time match. Wait until your team leads by one kill then activate Kirby's final. Have Olimar stand in the center and continuously pluck Pikmin. They will be sucked into Kirby's pot and Kirby will stand there waiting for all "items" to be sucked in. You can run out the timer hard core. I still remember the look on my friend's faces when they saw this one happen. (On a side note, for stock matches, Kirby's damage and throwing power, (unsure about items) increase the more items in the pot. Catch my drift?)" *** *Submitted by Brolie3 about Luigi's Final Smash: "Just letting you know that when you use Luigi's Final Smash, using his down-taunt (His previously silly little kick) gives more of a smash than his Up-B and, therefore, becomes very useful when his enemies are asleep in his negative zone." *** *Submitted by NostalgicX/joelyp about Ness's Final Smash: "I saw that you've got a pretty good description for Ness' Final Smash in your guide, but what you missed is its true application. If you can get an opponent above 30% and just get them off the edge, you can activate the FS and use it as an edge-guard." *** Submitted by Dejavuagain? about Lucario and Pokemon Trainer: "Lucario's final smash does extra damage if you're standing next to someone when you use it (i.e. when he jumps up in the air) and it generally becomes fatal on a no-damage enemy (if you hit right from the start) at 130-150% damage. Which obviously varies with terrain and enemy, but obviously if you got a smash ball there's very little chance the enemy has no damage. Also Pokemon Trainer's final smash is not more powerful right next to the Pokemon, in that close range it tends to send them out of the attack. There is an optimum range starting about two Mario's away from the Pokemon going to the end of Charizard's fire attack range where it seems to do the most damage, and at this range it is more powerful than I had previously suspected before-but still it's kinda weak, Disappointing indeed." *** *Submitted by Chris Rice about Wario-Man: "Just you inform you Wario`s final smash Wario-Man allows Wario to virtually "fly" using his aerial attacks .This give him infinite recovery ,he can also spam aerial attack giving him ultimate aerial combo-ability. Finally Wario can Down Aerial and up aerial back to the stage for an amazing spike. Also it increases Wario`s range on move such as his forward smash. In fact as Wario-Man he covers half of Smashville!" *** *Submitted by Zelloss for a more detailed difference list between Pikachu and Sonic's Final Smashes in case you wondering: "Super Sonic vs. Volt Tackle: Although they may at first seem very similar, further testing with them has proven that they are very, very different moves - even if the damage abilities of them is roughly the same. Volt Tackle: -Is never stationary. If you activate this Final Smash but do not touch the controller, you'll understand. -"Slings". If moved, then it will tend to want to form a constant loop - try directing it, then letting the control stick go. This also accounts for the seemingly unsteady movement it produces. -Near the end of the move, Volt Tackle slows down to a much smaller (and less damaging) movement. This is the only time when it will actually slow down - due to the non-stationary movement and the "slinging" effect, it will until that time move fairly fast after its first movement. This does give the user the advantage of knowing when the move is about to end. -Until nearing the end of the move, Volt Tackle is also capable of passing through solid walls. Near the end, however, it will no longer have this capability. -Pikachu will never enter "Magnifying Glass" range while using this move, preventing him from getting KOs but also from hitting characters in the very boundaries. Super Sonic: -Due to the lack of "sling", Super Sonic is more precise in control. He will not move automatically if the control stick is released, and will also not bob or weave. -Super Sonic can be manually made to move slower, to help hit enemies trying to dodge. Slower-moving Super Sonic does less damage. -Super Sonic is never capable of passing through objects. -Super Sonic can enter the "Magnifying Glass" range to hit recovering opponents, but will still not KO himself while Super Sonic is active -Super Sonic does not slow down when nearing the end of the move - in fact, there is no way to tell. -I can't be entirely sure, but I think that the "Hit Range" of Super Sonic is slightly smaller. -Super Sonic is also, of course, faster." *** *Submitted by Austin Miller concerning Jigglypuff's Final Smash actually doing damage: "Sorry that I have no pics or vids, but if you want to know when, you must touch Jiggly *as she is deflating*. It is actually very hard to do, and is almost irrelevant, but it should be included... I can't hook my pc up to my comp, so I guess it is a bit hard to show you, but if you can, get 2 controllers and throw someone into Jiggly as she deflates, not the original screech of 'Jiggly!!!'" *** *Submitted by Chris Rice about Yoshi's Final Smash: "If you're up for mentioning tactics, one that I use is I'll hit them with Yoshi's body so that it ensures a direct hit. Once they're flinching from Yoshi hitting them. They can't dodge the immediate fireball." *** *Submitted by a person who didn't want credit: On Odin Bridge, if the bridge is busted, leaving the pit, you can press b while in the gap. Jiggly will grow until the bridge finishes rebuilding. If it doesn't rebuild while the final smash is being performed, then the glitch won't work. She then stays at that size. It doesn't increase attack power, and she still weighs the same. Also, it makes her a bigger target. But, it does allow for some mind games, and her jumps and range are enhanced proportionately by how big she got before getting stuck at that size. If you are confused by the description, then look at this video: http://www.nintendowiifanboy.com/2008/02/13/super-glitch-bros-brawl/ *** ^Things like the above are definitely things that should be included in this guide, but I can't really look for every glitch in the game or anything so if you find something feel free to send it in and it'll go down here. *************** 7.) Thanks Awesome, thanking people time. Firstly, let's thank the people who made this game and made the characters in this game, and they are (thanks again to the Dojo site): *Nintendo *HAL Laboratory, Inc. *Pokemon *Creatures, Inc. *GAME FREAK, Inc. *SHIGESATO ITOI *APE, Inc. *INTELLIGENT SYSTEMS *Konami Digital Entertainment Co., Ltd. *SEGA *** And yet again, the official site for Super Smash Bros. Brawl on the Wii, Smash Bros. DOJO: http://www.SmashBros.com Absolutely fantastic, so another special thanks goes to: *Masahiro Sakurai He's the mastermind behind Smash Bros. and the guy who was nice enough to give us the DOJO, so absolutely thanks to him. *** Now that I got that out of the way, I'm going to thank the people I play with because they are awesome and don't cry too much when I beat them, and I guess don't gloat too much when they beat me: TMAN, Schoch, Moo, John, Tru, Lucas, Trevor, Ian, Clarky, Ryan, Doug, PJ But especially TMAN since we play at his house on his Wii on his game, and since he looked over the early portions of this guide for me. *** Thanks to the people on the GameFAQs Message Boards who figure out lots of things even though some of them are...well...you know if you go there. *** Down here is where I thank people who e-mailed me with things I changed in the Guide. *The_Soul_Gauge and Blueberry91 - The first of SEVERAL people to point out that the "gems" around Sonic are the Chaos Emeralds. Credit for being first, I actually got quite a few e-mails about this, which really surprised me, and actually made me feel dumb for not knowing anything about Sonic. After looking at the Official Brawl website again it even says they are the Chaos Emeralds so now I feel even worse for not reading completely everything there. Oh well, it says Chaos Emeralds now. *Daniel Brown - Big clarifications on Pikachu/Sonic and how they act with platforms and such and making me re-check Captain Falcon's Power. *Mark Romero and Jake Marshall - Made me be more clear about DK's Final Smash. I thought I had pointed out that tapping A in time with the beat on the original guide made the move more powerful in Application, but I was obviously not clear enough considering I got multiple e-mails about it, so now it's better for everyone. *Matt Moses - Again, helped greatly with Pikachu and Sonic, had to make quite a few changes for them. *Simeon Lim - Also pointed out about Pikachu's final smash, and another on the clarification of DK, and pointing out about R.O.B. occasionally firing on the Diffusion Beam. *Adam Renninger - Pointed out moving Samus's beam with the control stick. *Adam Ahmed - More help with character unlocking. *HikaruYami - Caused me to replace "Power Gamer" to "Without Looks", which is what I probably should have done in the first place. Also got me to lower Olimar's rating after considering what he said, and put a change into the introduction. They're and their clarification on my grammar as well. Lots of thanks. *Peace_Frog - Clarification on Kirby's Final Smash. *David Streifel and Evil Eye - First of a ton of people to e-mail me to tell me about Peach's Final Smash doing damage. I got a lot of e-mails about his, not quite as many about the Chaos Emeralds but still a lot. I can't name everyone who sent me something about this, but I thank them too for doing so. *kirbyparufo - Big clarification on R.O.B. *AzureLivesOn83 - A couple of different errors brought to my attention. *Jeffrey McNeil - Quite a lot of things, including DK and others. Thanks. *m at - A very large list of things were sent to me by this nice person, and tons of thanks for that. *The Guy with M,any Aliases - Yet another of those people who sent me quite a few things that would take up too much time to name everything but is much appreciated. *Froborr - Making me check something on R.O.B. *Croove55 - Tried to help me with a different thing on R.O.B., but was a really nice person when e-mailing even though I had already updated, and since he was a cool guy I decided to put him here anyway. *Zelloss - Another person who sent me a ton of information and deserves extra thanks. List of Pikachu and Sonic differences in Misc. *Jay - Another clarification on Marth. *Tehdave - A small list of clarifications and such. *Lee Ann Veatch - A small clarification on Wario-Man. *Chris Rice - Clarification and tactics on Yoshi's Final Smash. *Kyleab - One of several people who helped me on naming some of the as of yet unofficially named final smashes, but gets the thanks for actually giving reference as to why they were correct. *Paul McGuire - Small clarification on Ice Climber's Final Smash. *Sean - Clarifications on Jigglypuff and Luigi. *Zapatorf - Big things about DK now under Misc. *NostalgicX/joelyp - Ness FAQ creator who added the Ness entry under Misc. *Marco Cruz - Small thing about Jigglypuff. *Arathorn Ridondus - Change to Meta Knight's Final Smash. *Austin Miller - Help on several things including Ike and many others. Quite a few thanks indeed. *Brolie3 - Making the Misc. section now include Luigi. *Dejavuagain? - Some things about Lucario and the Pokemon Trainer. *Illgoma - Clarification on Olimar's End of Day. If you e-mailed me something and I didn't give you thanks here, it's probably because one or several of the above people beat you to the bunch and it would be kind of ridiculous to have 20+ names for something like Peach's final smash doing damage. I do appreciate the help and once again thank you for contributing, but I just can't put everyone up there, especially if I got the e-mails after I sent the actual update in. Please keep e-mailing about things I have incorrect or little clarification or what not, I'll always try to keep the guide updated and give credit where applicable. Thanks again. *** And Thanks to GameFAQs and similar sites for making a place to put things like this. They really help people out. I guess I'll thank you for reading it too, even though you don't really deserve it. I take that back, you totally deserve thanks if you don't send me crappy e-mails. Thanks.