_____ _____ __ / ___/__ ______ ___ _____ / ___/____ ___ ____ ______/ /_ \__ \/ / / / __ \/ _ \/ ___/ \__ \/ __ `__ \/ __ `/ ___/ __ \ ___/ / /_/ / /_/ / __/ / ___/ / / / / / / /_/ (__ ) / / / /____/\__,_/ .___/\___/_/ /____/_/ /_/ /_/\__,_/____/_/ /_/ /_/ ____ / __ )_________ _____ / __ / ___/ __ \/ ___/ / /_/ / / / /_/ (__ ) /_____/_/ \____/____/ .______ .______ ___ ____ __ ____ __ | _ \ | _ \ / \ \ \ / \ / / | | | |_) | | |_) | / ^ \ \ \/ \/ / | | | _ < | / / /_\ \ \ / | | | |_) | | |\ \----./ _____ \ \ /\ / | `----. |______/ | _| `._____/__/ \__\ \__/ \__/ |_______| --MARTH-- *------------------------------------------------------------------------------* Super Smash Bros. Brawl Marth Character FAQ For Wii Version 1.4 Authors: TripleJump Contact: triplejumpfaqs[at]gmail[dot]com Created: March 29th, 2008 Last Update: July 20st, 2009 Copyright (c) 2008-2009 TripleJump *------------------------------------------------------------------------------* Pre Notes ----------------------- Super Smash Bros. Brawl is a fighting game, which means that results with strategies and certain combos may vary depending on your level of skill. Right now, I'd reccomend you go to training mode, pick an opponent and set his skill level to 1. If you defeat him, raise the level by one. Repeat this until you lose, then set the level one above that and train on that level. Once you can defeat at least a level 7 or 8 this guide will be perfect for you. Contact ----------------------- Before you contact us, please search this guide extensively for an answer to your question. If you still cannot find it, search one other guide hosted on the same site. If your question still isn't found, please email us at the addresses listed below. DO NOT EMAIL ME ABOUT FRIEND CODES. If you have a tip, comment or request for this guide. Please email me at: triplejumpfaqs[at]gmail[dot]com I will reply as soon as I can to you with an answer and you may be credited if your submission is useful. If I don't reply, then it may have been blocked in a spam box, or your question was simply stupid. 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It will automatically find the section for you. 1. Introduction...............................................[100] 1.01. Introduction......................................[110] 1.02. How to Unlock Marth...............................[120] 2. Version History............................................[200] 3. Character Bio..............................................[300] 4. Pros/Cons of using Marth...................................[400] 5. Movelist...................................................[500] 5.01. Standard Moves....................................[510] 5.02. Special Moves.....................................[520] 5.03. Throws............................................[530] 5.04. Final Smash.......................................[540] 5.05. Some Standard Combos..............................[550] 5.06. Specific Techniques...............................[560] 6. Strategies For/Against.....................................[600] 6.01. Mario.............................................[601] 6.02. Luigi.............................................[602] 6.03. Peach.............................................[603] 6.04. Bowser............................................[604] 6.05. Donkey Kong.......................................[605] 6.06. Diddy Kong........................................[606] 6.07. Yoshi.............................................[607] 6.08. Wario.............................................[608] 6.09. Link..............................................[609] 6.10. Zelda/Sheik.......................................[610] 6.11. Ganondorf.........................................[611] 6.12. Toon Link.........................................[612] 6.13. Samus/Zero Suit Samus.............................[613] 6.14. Pit...............................................[614] 6.15. Ice Climbers......................................[615] 6.16. R.O.B.............................................[616] 6.17. Kirby.............................................[617] 6.18. Metaknight........................................[618] 6.19. King Dedede.......................................[619] 6.20. Olimar............................................[620] 6.21. Fox...............................................[621] 6.22. Falco.............................................[622] 6.23. Wolf..............................................[623] 6.24. Captain Falcon....................................[624] 6.25. Pikachu...........................................[625] 6.26. Pokemon Trainer...................................[626] 6.27. Lucario...........................................[627] 6.28. Jigglypuff........................................[628] 6.29. Marth.............................................[629] 6.30. Ike...............................................[630] 6.31. Ness..............................................[631] 6.32. Lucas.............................................[632] 6.33. Mr. Game and Watch................................[633] 6.34. Snake.............................................[634] 6.35. Sonic.............................................[635] 7. Target Test................................................[700] 7.01. Difficulty 1......................................[710] 7.02. Difficulty 2......................................[720] 7.03. Difficulty 3......................................[730] 7.04. Difficulty 4......................................[740] 7.05. Difficulty 5......................................[750] 8. Stage Strategies...........................................[800] 8.01. Battlefield.......................................[801] 8.02. Battleship Halberd................................[802] 8.03. Bridge of Eldin...................................[803] 8.04. Castle Siege......................................[804] 8.05. Delfino Plaza.....................................[805] 8.06. Distant Planet....................................[806] 8.07. Final Destination.................................[807] 8.08. Frigate Orpheon...................................[808] 8.09. Lylat Cruise......................................[809] 8.10. Mario Circuit.....................................[810] 8.11. Mushroomy Kingdom.................................[811] 8.12. New Pork City.....................................[812] 8.13. Norfair...........................................[813] 8.14. PictoChat.........................................[814] 8.15. Pok�mon Stadium 2.................................[815] 8.16. Port Town Aero Dive...............................[816] 8.17. Rumble Falls......................................[817] 8.18. Shadow Moses Island...............................[818] 8.19. Skyworld..........................................[819] 8.20. Smashville........................................[820] 8.21. Summit............................................[821] 8.22. WarioWare.........................................[822] 8.23. Yoshi's Island....................................[823] 8.24. 75m...............................................[824] 8.25. Flat Zone 2.......................................[825] 8.26. Green Hill Zone...................................[826] 8.27. Hanenbow..........................................[827] 8.28. Luigi's Mansion...................................[828] 8.29. Mario Bros........................................[829] 8.30. Pirate Ship.......................................[830] 8.31. Spear Pillar......................................[831] 8.32. Brinstar..........................................[832] 8.33. Corneria..........................................[833] 8.34. Onett.............................................[834] 8.35. Rainbow Ride......................................[835] 8.36. Temple............................................[836] 8.37. Yoshi's Island....................................[837] 8.38. Big Blue..........................................[838] 8.39. Green Greens......................................[839] 8.40. Jungle Japes......................................[840] 8.41. Pok�mon Stadium...................................[841] 9. Credits/Closing............................................[FIN] This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ________________________________________________________________________________ \ Introduction [100] / \____________________________________________________________________________/ 1. Introduction...............................................[100] 1.01. Introduction......................................[110] 1.02. How to Unlock Marth...............................[120] _________________________________________ INTRODUCTION / Introduction [110] �������������������������������������� Well, welcome to another guide I worked on. This time, I had a co-author who was sharing the load of designing a guide that will help you master Marth and defeat your foes. However, just like N-Sync we decided to go our separate ways. I've been a big fan of the Super Smash Bros. games ever since the Nintendo 64 release of Super Smash Bros. I was also a fan of the sequel, Melee and was both a Roy and Falco player. Unforunately, Roy was removed from Brawl and Falco's amazing gameplay was smoothed out so it was more balanced. I took the best of both worlds and am currently maining Marth. Brawl is incredibly balanced, so it's a little harder to write specific strategies, but I will bring you the best we can to help you out as you try for the only thing that matters, the big W. (Win, by the way, not weiner). I'm fairly certain my skill in Brawl should help you win. I also have to say that I am not a fan of stadium games except for Break the Targets, so if you have any Multi Man Melee strategies or Home Run Contest ones then send them in, because I'm not going to put them in on my own. Remember, it is for Marth only, or if the HRC uses Marth and a different character those will be accepted too. Remember, any questions or submissions go to triplejumpfaqs[at]gmail[dot]com. _________________________________________ INTRODUCTION / How to Unlock Marth [120] �������������������������������������� To unlock Marth for play, you must either: - Play 10 Group Brawl Matches on any stage and with any character - Complete Classic Mode on any difficulty once with any Character - Have him join your Party in Subspace Emissary If you do the first two methods listed above, you will have to battle him. If you win, he is available for play. If you lose, you have to do the unlock method again to fight him (note: you don't have to play 10 more matches, just 1). ________________________________________________________________________________ \ Version History [200] / \____________________________________________________________________________/ July 20th. 2009 I was bored this summer and decided to go back through and look at all my mail that I had been ignoring for the last year. Check the credits- your name could be there. There were simply too many names to reply to all the emails to (I'm talking at least 30 emails). Also- most of the information has been updated. Thank you to anyone who contributed! May 31st, 2008 Added a reader Target Test strategy. May 18th, 2008 Added more reader information, thank you everyone for taking the time to send it to me! April 30th, 2008 Added some information sent to me by more readers, thank you all for taking the time to send me this! April 26th, 2008 Received a first bunch of emails and spent some time adding information, correcting some and crediting the users. April 18th, 2008 I had submitted a version before but it was rejected for incompletion, here is the fully completed guide that I am submitting now, hooray! March 29th, 2008 The FAQ has been started, the layout is the first thing done followed by the movelist and other basic sections. The strategies for characters and stages are going to follow next and be completed. ________________________________________________________________________________ \ Character Bio [300] / \____________________________________________________________________________/ POTENTIAL SPOILERS AWAIT YOU HERE! Marth is a character from the Japanese series Fire Emblem. He stars in the first and third games of the series. He was never truly seen in North America until he was released in Super Smash Bros. Melee, where curiosity was first sparked about Fire Emblem and what it was. It was the success of him and fellow Smash character Roy that Fire Emblem was successfully released as a series in North America. In the first game, Marth is the Prince of Altea, a fictional kingdom on the continent of Akanea. He had his kingdom invaded and he was forced into exile. He gathered support of the people of his country and led an army into his land and defeated the King to reclaim the throne. Sounds reaaaaal exciting. In the third game, he heard that his former friend had began conquering some other countries on Akanea and went to do some Sherlock Holmes detective work. He discovered that this was true and decides to find some random items needed to activate the Fire Emblem. While he gets the gems, his former friend had captured his country and he travels with his trusty Falchion sword to defeat him. He succeeds, and apparently we learn his friend wasn't really evil, but possessed by an enemy from the first game. He gets the random items and makes the Fire Emblem, which turns into a shield and allows him to kill the enemy and he marries a lady. This is an odd plot. Anyway, Marth was generally considered one of the best characters in the last Super Smash Bros. game because of a notable Smash competitor Ken Huang, who earned over $40,000 in competitions with him. He pioneered the character's many combinations and was the best player in Smash history. Although in this game he isn't quite the same because of the removal of various techniques found in SSBM, he is still a formidable force. Rejoice Marth fan's! I just read that the new DS game is a remake of Fire Emblem 1, which means we will see more of Marth! Hurrah! Anyway, onto Marth in the actual game. ________________________________________________________________________________ \ Pros/Cons of using Marth [400] / \____________________________________________________________________________/ Marth was considered one of the best characters in the previous Super Smash Bros game, however he doesn't quite live up to that expectation in this one. There are some definite weaknesses, but some definite strengths to using him as well. PROS: - Marth is a very fast, agile and quick character. This makes him harder to hit and harder to defend against. - Marth is very able to combo enemies with his great attacks. - Marth has a very nice set of aerial moves to hit the enemies with. - Marth's moves, while not necessarily extremely powerful, can rack up major damage if you hit enemies enough with them. Because of your speed, you are sure to do this. - Marth's damage can be increased by smacking someone with the tip of his sword instead of the blade part. CONS: - Marth is somewhat light and easy to knock around. - Marth has fairly poor recovery moves. Particularily in his horizontal recovery. - Marth lacks raw power, and needs a rather high enemy % before he can whack them away for sure. - Marth has a very short range because he has no projectiles. - Marth's B Special Moves leaves much to be desired. ABOUT MARTH: - Marth's fighting style is an offensive style, meaning if you like to defend more and run than being the aggressor you will not be able to play well with him. You need to always be IN THEIR FACES. - With Marth, timing is everything. If you attack at the wrong moment you could seriously mess up a combo or miss and could wind up with a giant bump on your head. - To use him effectively you have to be a king of dodging. He has no projectiles so you can suffer easily against speedy foes like Falco and Fox. ________________________________________________________________________________ \ Movelist [500] / \____________________________________________________________________________/ 5. Movelist...................................................[500] 5.01. Standard Moves....................................[510] 5.02. Special Moves.....................................[520] 5.03. Throws............................................[530] 5.04. Final Smash.......................................[540] 5.05. Some Standard Combos..............................[550] 5.06. Specific Techniques...............................[560] A note beforehand that Marth's blade has two damage areas, if you hit someone from up close on the middle of the blade you will do lower damage. If you hit someone from a little bit away and with the tip of the sword more damage and knockback will be dealt. _________________________________________ MOVELIST / Standard Moves [510] �������������������������������������� Neutral A - Sword Slash Damage: Tip: 6% Sword: 4% Can be used in combination (see next move). Combo A + A - Two Sword Slashes Damage: Tip: 6% per slash total 12% Sword: 4% per slash total 8% Can be pressed repeatedly for an infinite number of slashes. Tilt Up A - Upward Slash Damage: 9% This is a great move for starting aerial combos. It can swipe behind you as well as in front. Tilt Forward A - Powerful Sword Slash Damage: Tip: 12% Sword: 9% This move can leave you open for a half second if it misses, use it sparingly unless you have some time. It has a bit of knockback as well but if you have the time to set it up it might be worth using a C-Stick smash. Tilt Down A - Low Stab Damage: Tip: 10% Sword: 9% This move is very handy, while doing combos at the end you can finish off by holding down and pressing A rapidly to stab them away. This is also good for rolling behind an enemy and hitting quickly because the shield doesn't always cover the bottom and you can get some cheap hits in. It's also wonderful for edge guarding. Smash Uncharged Forward A - Heavy Sword Slash Damage: Tip: 19% Sword: 14% This move has the most range any of Marth's sword moves have. He swings his sword from behind his body and over his head, slamming it down at his feet. If you can land one of these, the knockback is fairly far and the time it takes to do an uncharged one of these is pretty low. It can also cover above your head, but the person will go flying in the opposite direction. Smash Charged Forward A - Heavy Sword Slash Damage: Tip: 26% Sword: 19% Charging the above move results in a longer time to swing but more damage and knockback. I'd only reccomend using it for edgeguarding, or if your opponent is stunned by the stage, a teammate or an item and you have time to charge it up. Smash Uncharged Up A - Upwards Stab Damage: Above: 17% Front: 21% Behind 18% Marth will pop his sword straight up in the air. It will catch people that are standing behind you, above you and in front of you and throw them upwards. This move is easily shielded from but if you catch them with it you can start an aerial combo. The tip of the sword doesn't affect the damage, but the knockback with this move. Smash Charged Up A - Upwards Stab Damage: Above: 23% Front: 25% Behind 25% Same move, but you charge it up and do more damage. This move is relatively simple to dodge however because you have to stand still and it's very obvious as to what you are going to do and evade. It's better to go for an aerial combo than this. Smash Uncharged Down A - Sword Sweep Damage: 13% Marth will crouch low and swing his sword first ahead of him and then behind, this will launch the enemy into the air and away from you as well as causing damage. This is a very good finishing move if you can pull it off. Smash Charged Down A - Sword Sweep Damage: 18% Same as above except you take time out to charge it. If someone rolls behind you this is a good surprise to have because they will expect you to swing the wrong way, and it will look you you do that, but then you go backwards and hit them too. Surprise! Neutral Aerial A - Aerial Sword Sweep Damage: Tip: 6-12% Sword: 3-9% This move is EXCELLENT for beginning combos. If you run, short hop and press A while travelling towards an opponent, you will often hit them if they are big or jumped towards you. It can knock someone at high damage back surprisingly far and is very quick. If someone is trying to recover and is about your height, you can jump out, Neutral A them to kill them and recover to the edge of the stage. Forward Aerial A - Aerial Sword Swipe Damage: Tip: 13% Sword: 10% This move is an excellent combo move because it will push them in the direction you want. It's also extremely quick, and if you are falling far enough you can beat them with it two or three times before hitting the ground. Quite useful to use. Backwards Aerial A - Aerial Sword Swipe Damage: Tip: 14% Sword: 11% The backwards aerial is similar to the forwards one except that it substitutes the speed for more power and better knockback. It, like all of Marth's aerials is very useful. If you dash towards someone, turn around, jump and hold the direction you were going towards them you can do a backwards aerial while moving fast towards someone, resulting in further knockback! rutgersfan1993 also wants me to remind you that using his back air will turn you in the opposite direction he was facing when he initated it. Up Aerial A - Aerial Sword Swipe Damage: Tip: 13% Sword: 10% Again, another good comboing move. The swipe is fast, effective and it doesn't knock them extremely far, allowing you to quickly hit them again while they beg for your mercy. Down Aerial A - Aerial Sword Swipe Damage: Tip: 14% Sword: 12% The down aerial is a spike move (it means that they get hit straight down) that you can use to finish a jumping enemy. It's not very accurate, however so you shouldn't rely on it as one. If you hit at the wrong time it actually sends them upwards, meaning if you are trying to kill them as they recover you actually help them here. Fortunately it is very powerful. To go into more detail on the spike: The tip sends them down, anywhere else is up. Thank you to shadowyams for this tip. Dash Attack - Quick Sword Swipe Damage: Tip: 12% Sword: 10% Marth runs towards the enemy, then does a quick but powerful slash that has good knockback and power behind it. If you want to hit someone to the edge then this is a good one to use. Ledge Recovery - Sword Moves Damage: Tip: 8% Sword: 6% When you are hanging on to the edge and press A, you will swing over and attack the enemy. It's really just to give you some protection as you recover and is nothing special to use. However, it can be used to set up some offensive combos. Also note that the ledge attack will change if you have 100% damage, although to what I am not sure. (Thank you to A. Greig for this information). _________________________________________ MOVELIST / Special Moves [520] �������������������������������������� Neutral B Uncharged - Shield Breaker Damage: 8% This is just a standard sword stab that will deplete the shield more than usual if used. It will leave you incredibly open and easy to hit if you miss however, so be careful. Animedragon0 also has this to say about it: A nice strategy i like to use is called a Shield Breaker Feint. Basically its to those somewhat, experienced players who know to shield during marth's sword dance. You would start the do the 1st two hits of the > + B sword dance, and time it well so you can do a neutral B shield breaker after. Sword dance --> they block --> you do shield breaker to really hurt their shield and hopefully break it by aggressing. Neutral B Charged - Shield Breaker Damage: Tip: 24% Sword: 20% Only an idiot will ever get caught by this attack. If there is someone that can fly that is recovering, you can use it to stop them however if you miss you are most likely going to take a large hit. Fortunately the charge time is rather low. The range looks longer than it actually is, so be careful when you use it. Moseythepirate has told me that this technique works great as recovery, if you are high enough use a fully charged one and you will fly horizontally towards the stage quicker and can also use a Dolphin Slash immediately after to recover! Forward B - Sword Dance Damage: Tip: 4/4/5/8 or 13% Sword: 3/3/4/6 or 11% When using this attack, you can change the direction after the first one to swing the enemy in different directions. If you finish with a down, you will do an extra hit and more damage. You have to press the buttons at the right times to get the third and fourth hits. The best way to learn these times is to go on training and experiment. Listen to his gasps, press the buttons when he gasps. Try to remember these. It is unwise to use this as a recovery move because this will actually slow your fall without gaining you any distance, meaning you can fall off the stage (Thank you to K. Falkner for that). However, you CAN use this to fake people out while recovering, as they may mistake it for a dolphin slash while under pressure and start their edge guard early. Up B - Dolphin Slash Damage: Full hit: 13% Partial hit: 8% Marth will jump nearly vertically up into the air and slash anyone in his path up with him. It's a rather weak move unless you hit them from the moment you use the move. It also leaves you very open to attack, so try using the aerials to get some hits instead. It's a fairly okay recovery move, but there are a few characters that have better ones. A user called Tha_Stunna reminded me to tell you that holding forward after you start your attack will allow you to get more recovery distance. A user named Uberredheadofdoom also sent me this: He had gotten the final smash, and we were playing at Delfino Plaza. I had just used Dolphin slash toward him, to try to escape Great Aether. He used Great Aether a split second after I used Dolphin slash. I had not quite begun my journey upwards, when he hit me with his upward sword slash, the one to bring me upward. It was zoomed in, and a split second after he hit me (he did connect), I flew upwards, as you do when you use Dolphin slash, and hit him, throwing him backward, and ending his final smash with minimal harm to me. Animedragon0 also mentioned these two things to me: His Up+B Dolphin Slash is also one of the fastest moves in relevance to its frames to initiate, so it can be used to escape combos. I've used it to escape even Falco's Death Chain Grab within the 2 to 3rd grab. (Gamereaper also mentioned this to me). There is some frame reset glitch where Marth's dolphin slash will cancel and he will completely reset his frames in mid air, only works on an edge though. I guess it looks similar to when you use fox/falco/wolf's > + B and they kind of hit the edge but dont grab, and instead just fall. There is a specific angle for this, and can be used to initiate a double dolphin slash, however it has no tactical use, but looks cool. Down B - Counter Damage: 1.1x damage intake Marth will stand still and hold his sword out. Anyone that attacks him during about a one second period will suffer a counter attack that does the same amount of damage back as damage dealt. This is a good move but you have to time it properly. If someone is charging up a big move, it's a good idea to use this beforehand because they will get the damage they tried to deal to you and MORE. As an emergency you can use this to block a single projectile. If you miss the counter, expect to be beat around though because you will be very vulernable. I've had two emails about new things for Counter- first is the use of countering against Final Smashes. If you can time it properly, then you can negate or even hit back the enemy with more power than they hit you with. It DOES NOT work against all characters, below is a list of characters that this can be used against: USE AGAINST: Pikachu Sonic Link (must be timed PERFECTLY) Toon Link (must be timed PERFECTLY) DON'T USE AGAINST: Ike Peach Luigi Kirby Snake Zelda/Sheik Samus/Zero Suit Samus Mr. Game and Watch (You will block one hit, but not all) Fox Falco Wolf Bowser Mario Ice Climbers King Dedede Diddy Kong Donkey Kong Jigglypuff Lucario Pokemon Trainer I will be testing all the characters to see who this works against and who it doesn't. Thank you to Trunkssummit for bringing this to my attention. Also thank you to yoshimitsukiller911 who told me even more characters you can counter against. The second email was about using counter to land safely from the air. Jay told me that it's far easier just to use a Down + B than it is a Down + A, the only issue is timing this attack properly because if you mistime it then you most likely take a big hit. Be careful if the enemy jumps as well. Not only is this useful for recovering, but you can take over a control point of a stage because you will land in the exact spot they were in. For specifics on timing the Counter perfectly against Link/Young Link, kamekio44 had this to say: I figured out that if link uses his final smash while right next to Marth it is possible to counter it. As long as Marth uses counter right before Link's activates his final smash it negates it, Marth doesn't hit Link back but it does stop the final smash from happening. I have tested it 5 times and it worked every time, feel free to try it out yourself as long as the timing is right it works (Marth has to be within the flash of light that Link produces when he activates his final smash for it to work). Another tip from PokenerdJ: Marth can be grabbed while he is using counter. Another one from Dr. Pain 99: If Marth counters while a projectile is coming his way, the projectile will not harm him. However if an explosive is coming his way, the projectile may not hurt him, but the explosion sure will! Be sure to shield or dodge explosives! _________________________________________ MOVELIST / Throws [530] �������������������������������������� The throws will simply toss the enemy in the direction indicated and deal some damage. The more damage, the higher they can be thrown. Also- the more damage that you deal to them, the less resistance they have to it. While grabbing them, you can press "A" to beat a couple % of damage into them, but they will resist so be sure to chuck them quickly. Forward Throw Damage: 4% The forward throw will chuck the enemy forwards and is best used if you want to hit them with a quick smash attack or if you want to throw them off the edge to attempt to block them from recovering. Animedragon0 also mentioned you can do a forward grab chain throw. He also mentioned this: He also has a chain grab --> Side Smash Tip, which is 2 foreward throws with a Side Smash precisely executed right as the 2nd throw happens, this is for lighter character (i know at least lighter than Marth, works on Lucas, Ness, etc.) Or a forward grab > down grab > side smash (works on Marth and other medium to high-medium weights) All these combos work fully from 0%, but can be slightly altered at very low damages; such as only doing 1 throw then a tip side smash. Back Throw Damage: 4% The back throw is nothing special, it's more if you want to get rid of someone so they can't reach an item you are going for. Up Throw Damage: 4% The Up Throw is good for starting combos because they go straight up into the air, then fall down to the side. This allows for an easy Neutral A air or to chain throw someone repeatedly. Down Throw Damage: 5% The Down throw is only used if you want to continue beating them up or if you want a little extra damage. It's probably the worst throw in the game. Justin Jajalla mentioned to me that Marth's down throw is pretty useful if you are facing an enemy at 0% that has about the same weight as Marth. After throwing them, you can do a quick C-stick smash and get a quick hit or even a sweet tip for a 26% bonus. Rafael Zabala also told me its a good move to start combo's with. Liam Jacobs also sent me some information on the down throw: I agree with this under certain conditions as it does virtually no damage and if done incorrectly leaves you open for attack BUT you haven't mentioned the benefits that the throw makes them fall down a bit before they can recover. If this move is executed next to a ledge and Marth is facing away from it, the throw puts them off the stage and low enough that they can recover with a single jump without wasting and Up + B. This jump puts them high enough above the edge that Marth can mini-jump and the down + A them, sending them hurling towards the bottom of the screen while Marth can taunt smugly on the edge of the stage. Using this trick I have dominated friends in combat through out Melee and Brawl. _________________________________________ MOVELIST / Final Smash [540] �������������������������������������� Marth's Final Smash is called "Critical Hit". It's instantly fatal to anyone it hits. What Marth does is slide across the entire ground he's standing on (from one end of a platform to the other, depending on the length). Any enemy in the way will fly off the screen and a nice little health bar will appear showing them losing health. Try to avoid using it in the air because if you miss you will fly offscreen. If you have proper training, it has been brought to my attention that you can cancel the attack by pressing B again. However this timing has to be quite fast. You can then use it in the air to get infinite range. Thank you to flamedtechno for this advice. OmegaManZX also informed me that on big stages, you might not make it all the way off because it has a set range, not just going until you hit something in your path. Thanks Omega! If you have a pratfall in your possession, throw it at the nearest on-ground opponent. When they are trapped, use the Final Smash. Thanks to Iron_Heron of MGF. Lucas755 also sent me this: I found that a good combo for pulling off Marth's final Smash is to catch enemies when they're immobile. You could try to jump in the air near them and make them think you're going to use the Final Smash, or get close to them as they're falling from their double-jump. Either way, force them into using their Up Special, and unleash the Final Smash as they're about to hit the ground, when they can't move. An alternative method would be to get near to an enemy, do a short hop, and use the Final Smash. It's helpful when countering people who like to jump-dodge his Final Smash. To dodge this final smash, decide whether this guy is good or bad with Marth. If he isn't too bright, try to keep to the air and never been in a horizontal line with Marth. He will probably try to use it too early after he is overly excited. If the Marth is skilled, keep your distance from him and when he uses it then you should roll or sidestep (rolling works best) to dodge him. Thanks again to flamedtechno. If you are a Kirby, you can swallow the Marth with B to negate his final smash. Thank you to yoshimitsukiller911 who brought this to my attention. I also just read a neat idea in the Message Boards from AgostaNeverDies, if you press the "UP TAUNT" when you have a Smash Ball, people will freak out because they think you will use it, allowing you to take advantage of them if they change their position or run away. _________________________________________ MOVELIST / Standard Combos [550] �������������������������������������� This is just a list of combos I have personally found to be effective. There are an infinite number of combinations that are limited only by your ingenuity and imagination. The effectiveness can vary however, which is why I'm providing a short section dedicated to tested combinations that I know work well. To begin, I'll start with a short blah blah blah section describing what makes a good combo. The four "D's" describe it perfectly: Detonation Detain Damage Destruction Detonation refers to how well you can start off the combo by doing a nice hit at the start that reduces mobility and defense of the opponent. The best way to do this is to land a very quick move, whether a small jab or a big hit that will knock the enemy off his feet and cause a stutter. This allows you plenty of set up time to begin. Detaining refers to how well you can make this combo effective. What you want to do is make your combination UNESCAPABLE. You want to make sure they cannot move or even breath without you rapping them over the head. This means you have to have plenty of practice following up one attack with the other and FAST. The opponent wants to escape from this combo as quickly as possible and will probably be trying to shield or run. It is up to you to not allow this. Damage refers of course to the damage you will inflict upon the opponent. The point is to keep them close by and get that percentage to at least the 80% range so you can smash them off the screen. When most players think of damage, they think of the big giant killing smash attack, but that is one attack of about 25% damage, when you could really have four or five hits in a row totally much more than that. Getting many hits with high damage also plays mind games with your opponent. If you seem in control of the game, they will most likely start panicking, or exhibit poor judgement as the momentum swings. Destruction is the final blow, after you have these big combo sprees on the enemy, you usually want to hit them hard to either kill them, or push them away far enough to get a second or two to start planning your next move and to take a breath. C-Stick hits and powerful aerial combos are very good for this. Now that you hopefully understand a bit more about the combos, here just a few basic combinations. COMBO IDEA #1: Run and short hop towards the enemy and do a neutral A to start it off. When you land, hold down and press A a couple times to hit and trip them up. Usually here if they are damaged they will fly a little far back. You should then short hop and forward smash twice to clear them off. If they don't go too far, do a smash attack to send them flying. COMBO IDEA #2: Run towards your foe, before you reach them do an up + A smash attack. You will slide the distance and launch them up in the air. Use the up control stick to jump and almost RIGHT after you jump do an up A aerial, you swill swing above your head and hit them up. Jump normally while still in the air and do another swipe to knock them higher. Fast fall and jump up again, hit them any way you can. If you hit them up again you can continue juggling them, but if you can't hit them up hit them sideways, fast fall and chase them. Keep beating them up. COMBO IDEA #3 Run towards your foe, short hop and do a forward A aerial to block an incoming attack, do a sword dancing combo (forward B) to clear them away a bit, follow and hit a neutral A aerial. COMBO IDEA #4: Run towards your foe (high percent foe), do a sword dance twice and then an up + B. You should get a tipper dolphin slash and have massive knockback on them. COMBO IDEA #5: ('Ken' Combo) Do several short hopped forward airs, then another one into a jump and a down air spike. Do this off the edge for some great effectiveness. (Thanks to shadowyams for telling me I should put this in). COMBO IDEA #6: (From Rafael Zabala) You can only do this when the other player has low %. Start with a down throw then quickly follow up by pressing B. Shortly after dash or short hop towards him/her and either do a neutral air attack or a powerful forward slash. From their there are endless possibilities of what you can do. COMBO IDEA #7: (From Sonicchao4404) Start with doing right B 3 times but this time end it with an up B dolphin slash when you manage to him them in the right spot it will have a further knock back. Its good for 100+ damage. As you can see, many of these use very similar moves because they are the very powerful and effective moves that will help you begin your combos. Add a few throws, smash attacks and you will be on your way to winning. Check the email at the top of the guide if you have a good combo that you use, email it to one of us and describe how to do it. It will be posted and you will be credited. _________________________________________ MOVELIST / Specific Techniques [550] �������������������������������������� There are a lot of special techniques that the casual player may not know about in this game. This section will attempt to cover the majority of these moves and how to perform them to the best of Marth's ability. B-STICKING: B-Sticking is done if you change the controller scheme so the C-stick is using special moves instead of smash attacks. If you run, jump and hold the forward direction, but push the forward special move (sword dance) in the backwards direction then you will attack, but be pushed back slightly because of game physics, allowing for you to do a quick hit and then retreat. You can also keep the sword dance going to land more hits. It can be useful sometimes but a pain the other times. (For an example of how to perform this in case you are confused, imagine this: Marth runs LEFT towards an opponent. The control stick is held LEFT but the C-Stick is pressed RIGHT.) DASH DANCING: This is similar to a dashing smash, instead of holding forwards, keep tapping the control stick in one direction. At any point in the run you can stop. You will continuously run forward but the dash animation will be displayed repeatedly. This also means that if you tap forwards and press forward on the C-Stick as well you can perform a smash attack quickly while moving towards an enemy. This is VERY, VERY useful. DASHING SMASH: This is very useful, if you run towards and enemy, let up on the control stick and quickly press up on the C-Stick (or up and A smash attack) then you will slide a short distance and stab them upwards. Good for killing high percent enemies and for starting combos. Can be shielded against or dodged however so be careful. EDGE GUARDING: Edge guarding is similar to hogging, hogging is merely a method of guarding. While edge guarding, you want to try to hit the enemy away so they can't land on the platform. To do this, Marth has a variety of moves. If the enemy is trying to land on the platform, you can use a smash attack (or if they use their third jump, counter is very effective). If they recover properly and grab the edge, then you have to try to hit them before they reach it. A crouching stab (tilt down and A) can poke them off sometimes. Or you can try to spike them by short hopping and down A aerial. A good way to finish off an enemy trying to recover is also going out to meet them. Only do this if they are helpless, if they are on their last life (and you aren't) or if you have had some practice at this because if you miss YOU will die. EDGE HOGGING: Edge hogging is grabbing the edge so the enemy cannot grab it. To do this, you have to short hop and fast fall accurately onto the ledge. As you hold it, you are invincible for a couple seconds. If this period dies, you need to press down to stop grabbing, do a small jump and press the direction of the edge to regrab on again so you can keep holding on. Only try if the opponent can only grab the edge to recover. RECOVERY: When Marth recovers, you want to jump, then use ONE attack from the forward B move to slow your fall and gain some horizontal space. If you press it too quickly you will do a sword dance and fall to your death. The last thing you should do is use the UP + B move to go up. Try to aim for the LEDGE because if you are in the air you will get hit by a smash attack or worse and die. SHIELD GRABBING: If you hold shield and press normal attack you will grab out of a shield attack. Meaning you can quickly turn defense into offense and protect if you get attacked. SHORT HOP: If you press the jump button VERY quickly and a little lighter than usual then Marth will do a smaller jump. If you move forward and do this jump, you can do two aerial forward A attacks or a neutral attack. It is VERY useful for combos, hits and other setups. SPIKING: This is when you hit a character and they go flying straight down. Best used when edge guarding. Basically, you jump out over the edge and press down on the C-Stick (or down and A, but this will send you downwards). Try to hit the enemy with the tip of Marths sword to smack them straight down. They will have no chance of recovery if at a certain point of damage and beyond. If you stand by the ledge and hit them before they grab the edge, you increase the safety of not falling off but reduce the chance you will hit them in time. ________________________________________________________________________________ \ Strategies For/Against [600] / \____________________________________________________________________________/ This section gives some basic strategies for fighting certain characters and fighting with certain characters. The Marth strategies are generally more detailed because as you know, I main Marth and not these other characters. But I did do some testing against these characters to see what worked and what did not work. 6. Strategies For/Against.....................................[600] 6.01. Mario.............................................[601] 6.02. Luigi.............................................[602] 6.03. Peach.............................................[603] 6.04. Bowser............................................[604] 6.05. Donkey Kong.......................................[605] 6.06. Diddy Kong........................................[606] 6.07. Yoshi.............................................[607] 6.08. Wario.............................................[608] 6.09. Link..............................................[609] 6.10. Zelda/Sheik.......................................[610] 6.11. Ganondorf.........................................[611] 6.12. Toon Link.........................................[612] 6.13. Samus/Zero Suit Samus.............................[613] 6.14. Pit...............................................[614] 6.15. Ice Climbers......................................[615] 6.16. R.O.B.............................................[616] 6.17. Kirby.............................................[617] 6.18. Metaknight........................................[618] 6.19. King Dedede.......................................[619] 6.20. Olimar............................................[620] 6.21. Fox...............................................[621] 6.22. Falco.............................................[622] 6.23. Wolf..............................................[623] 6.24. Captain Falcon....................................[624] 6.25. Pikachu...........................................[625] 6.26. Pokemon Trainer...................................[626] 6.27. Lucario...........................................[627] 6.28. Jigglypuff........................................[628] 6.29. Marth.............................................[629] 6.30. Ike...............................................[630] 6.31. Ness..............................................[631] 6.32. Lucas.............................................[632] 6.33. Mr. Game and Watch................................[633] 6.34. Snake.............................................[634] 6.35. Sonic.............................................[635] _________________________________________ STRATEGIES FOR/AGAINST / Mario [601] �������������������������������������� Playing a Mario doesn't give either character a specific advantage unless the stages offer something for you. Flat stages are going to kill Marth, but a multi level area with plenty of platforms will give the Marth a slight advantage because of Aerials. Basically, as Marth you will want to use your moves that have greater range (sword strikes) to hit the Mario before he can touch you. Aerialwise, Mario is pretty powerful but again you have the range, which means all you have to do is land the first hit and you should be fine. Counter the Smash attacks but not very often otherwise. Be careful while edgeguarding because Mario is a small target. Mario should be starting up combos with his ranged fireball attack and water, and use the cape to stop some of the attacks that Marth starts to use to leave him open. Hit him hard with anything you have, try to counter Marth's style of play with an in-your-face style of your own. _________________________________________ STRATEGIES FOR/AGAINST / Luigi [602] �������������������������������������� Luigi is a bit of a softy compared to Mario. He has better range and the main difference between his Fireballs and Mario's are that his are unaffected by gravity. This can be used to shut Marth's aerials down if you fire them as you fall, then attack low. As Marth, you will be doing some forward aerials and down aerials nearby him. He is a bit easier to hit than Mario because he is taller. Also- he is surprisingly light. I've been able to hit him off of the stage at 60% with a simple forward aerial, then guard him off because he couldn't quite recover. Remember, he returns either straight up or straight across, so this is very predictable to stop while edge guarding. Luigi should be spamming those fireballs before he jumps into the fray, because this will have something travel in a straight line that if used as said above can help shut down the aerials. His special moves can sometimes be dodged but some of them (down + B) can be useful. His attacks are also quite quick (albeit short range) so if you can catch Marth off guard then you can hit him. _________________________________________ STRATEGIES FOR/AGAINST / Peach [603] �������������������������������������� Peach is one of the few characters who surprisingly stands a chance against Marth. Marth will be trying to hit the crap out of Peach, when all of a sudden she'll dodge and use one of her annoying attacks to send you away. The real key to winning this isn't constant offense, it's knowing when to attack. She has a Toad move that can deal some major damage, as well as some pretty damaging and quick smash attacks. Avoid those and get her while her guard is down. Remember also that you can shield or avoid her turnips (or catch them and throw back with a grab). As Peach, throw those turnips like there is no tommorow. They are annoying, and Marth doesn't have anything to throw back. Use Toad sometimes, but not as often as you can because eventually you will be very predictable. Using the up and down smashes are good as they are hard to escape and will end up with a pretty nice knockback. Another thing: Her forward smashes can sometimes carry close to the same range as Marth's sword depending on the item she pulls out. Bear that in mind as you do this. _________________________________________ STRATEGIES FOR/AGAINST / Bowser [604] �������������������������������������� Bowser is similar to Donkey Kong except he is a little quicker and his attacks are more "pop pop pop" than "POW!", meaning that he will damage you with several hits more often than just smashing you with his power. Aerials will be useful as long as you try to stay around the mid area of Bowser. Unlike most enemies, he can counter your aerials. He has Up + B for the top, fire for the middle and the big butt slam for the bottom. His fire is the weak part, so try to get him good. As Bowser, you will want to use these special moves in coalition with down and up smash attacks to really suck Marth up and spit him back out. If you can get him to a high percentage then he isn't much of a problem for you, it's just getting him started that is hard because of the difference in speed that the two characters have. _________________________________________ STRATEGIES FOR/AGAINST / Donkey Kong [605] �������������������������������������� If you want a taste test to how Marth will have to be in your face to get a good result, try playing a match against DK. He is easy to strike with your aerial moves (especially doing forward A twice in one jump) and fairly slow, so you can dodge him easily. It helps you train a lot for quickness because of his ease to hit you can constantly beat him and he will barely be able to move. The one real concern with him is to make sure you come in from the SIDE, because that clap move has a bit of range on it. DK should try using the up and B move whenever Marth uses an aerial combo because it may cancel his attack if timed properly. Try using some aerials of your own because your massive bulk could just land you a hit. Also, picking up Marth and throwing him is a good plan because you aren't likely to kill him as much as he is to kill you. _________________________________________ STRATEGIES FOR/AGAINST / Diddy Kong [606] �������������������������������������� Diddy Kong isn't a particularily difficult enemy to defeat, but he is a hard one to hit. His small body size makes it harder to get some accurate and deliberate hits in on him. This means you want to go for the big sweeping attacks rather than the little swipes and pokes. His recovery move (jetpack like thing) can make for some interesting edge guarding, so be careful about that. He's very light, so once his damage is up he shouldn't be a huge problem. Diddy's main objective is to try to run like heck until Marth misses, then run in and slap him around once or twice and retreat. You don't have a lot of range or power, so you will be at a disadvantage most of the time. If you can use your peanut shooting gun to hit him to stop him up, that's also a good time to start your hits. _________________________________________ STRATEGIES FOR/AGAINST / Yoshi [607] �������������������������������������� Playing against a Yoshi to tell the truth isn't all that hard. Try to stay on the ground if possible but you can throw a few aerials in. The problem is that Yoshi's up + b sends an egg up at you and can stop your aerial, or he can forward B and use his egg move to stop a ground attack. You have to recognize when to use which one so that he can't hit you all at once. Edge guarding a Yoshi is fairly easy because he has a small hop and one big jump that is fairly predictable for you to intercept. Yoshi should be spamming attacks such as DOWN + A and his back aerial. I found that quick attacks with multiple hits are hard for Marth to escape from and it can seriously get some damage in. Also, eating him and pooping him out into an egg is a great way to get damage in on him. A reader named Stefan Nordstrom sent me a strategy for a cheap little trick: Stand close to the edge with you back against it and when your opponent approaches, swallow him and pop him out as a cute little egg down into the chasm. It is quite risky, since it involves standing close to the edge, but it's darn funny and well worth it if you are at low %. _________________________________________ STRATEGIES FOR/AGAINST / Wario [608] �������������������������������������� Wario is fairly difficult, because although he is fat he is quite agile and powerful. Keep your distance while still attacking him with your superior range because some of his hits can be quite damaging. If he uses his bike, try to break it because the parts can allow you to have some projectiles to launch at him. Wario's aerials are fairly powerful as well and at about Marth's level minus the range. Be careful with this guy! As Wario, try to get powerful hits in. I know that this is normally discouraged, but smash attacks really can take out Marth's confidence with Wario because he will have some trouble hitting you back. This doesn't mean you act completely stupid and do the smashes at bad times, but it means you use them more often than you might normally. _________________________________________ STRATEGIES FOR/AGAINST / Link [609] �������������������������������������� Link can be a difficult enemy; he has a sword about the same length as yours, three different projectiles, plenty of power and a grab that has several times your range. I was reduced to getting cheap shots by getting his back to the wall and comboing with a whole lot of down tilt a stabs. Basically, try to force him to grab you so you can dodge and smack him. This will be a real test of your talents. Watch out for the down A and up A aerials of Link because they do a lot of damage with a lot of knockback. As Link, avoid grabbing because if you miss you will be open to an easy hit. Use the Boomerang to ensure that if Marth attacks you, he will get hit on the way back allowing you to stop his combos and fight back. _________________________________________ STRATEGIES FOR/AGAINST / Zelda/Sheik [610] �������������������������������������� Zelda: Zelda is a bit different than Sheik because she is slower, but her moves are more high power damage moves than quick jabs to you. Basically, anything that has the little spark on the end of her finger that shocks you with damage is dangerous. Zelda also likes to abuse Din's Fire, you have to be able to properly anticipate this because it moves and explodes fast, but if you air dodge, jump over or roll past it at the proper moment it will harmlessly hit nothing. As Zelda, play a nice defensive role until Marth opens himself up for hits. Use the spark moves often because Marth has a bit of trouble with them, then you can take it to the offense and hammer him. Rinse and repeat this formula. If you want to use Din's Fire, be sure you don't miss. Sheik: Sheik is the reciprocal of Zelda, instead of the power and damage she has low damage quick attacks that are excellent for comboing. To put it frankly, Marth wants to be nearby Sheik, but not too close. Use your range advantage to start up the openings and knock Sheik down, then get in close for the dirty work. Watch the dash attacks from Sheik because they are very fast and when you are moving towards her you are susceptible to hits. As Sheik, you want to have a hit and run strategy. Try running, jumping and using the neutral B attack because this rains the spikes diagonally onto Marth's head and gives him a bit of knockback. This allows you to fast fall and get a first hit in on him and allows you to do your combo, then back off. Also, if in close and Marth momentarily distracted or stunned you can use the whip to hit him at a range a couple times. _________________________________________ STRATEGIES FOR/AGAINST / Ganondorf [611] �������������������������������������� Ganondorf is barely a challenge for a skilled Marth. My worst round against him was a two stock victory, and that was because I accidentaly missed him while edge guarding and fell to my death. Ganon is powerful, but extremely slow. The key to winning is to hit him hard with a few attacks, back away for a bit because when he stands back up those attacks hurt. After he is back up, he is yours to antagonize and beat hard. You want to use attacks that are extremely fast, because aerials can be countered with moves such as UP + B with Ganondorf, so be careful and try to mess him up if you can. Get him to a high damage before trying to kill him as he is very heavy. As Ganondorf, try to use all your specials except for Neutral B which is easily avoided to get things started. Ganondorf's normal attacks are powerful but very slow and easy to dodge. Try using smash up or smash down for some quicker moves to lay hits on the enemy. Counter Marth's aerials with some of your own (but not at the same time of course, use up + b to defend against his). _________________________________________ STRATEGIES FOR/AGAINST / Toon Link [612] �������������������������������������� Toon Link is a bit of a pain the arse. His sword has less range than normal Link, but he is a bit quicker and still armed with all the projectiles. His down A aerial, while not quite as powerful as Link's is much harder to protect against due to the fact that he doubles in falling speed when he uses it. It can be hard to predict timing on this for counter or up A attacks, so it's best to just dodge that attack and hit him when he lands. His grab has more range then yours, but again if you can avoid it the hookshot misses and you can hit him at ease because he won't be able to defend. Other attacks he uses that you can stop easily is his neutral aerial. It looks exactly like yours does except he can't short hop to use it properly. A foward aerial can hit him easily as your attacks have much more range. What you want to avoid are the straight sword attacks because they are harder to counter. _________________________________________ STRATEGIES FOR/AGAINST / Samus/Zero Suit Samus [613] �������������������������������������� SAMUS: Samus in the power suit isn't too difficult due to the fact that she's a fairly linear character and fairly slow. Her roll is easy to follow and hit out of it because of this lack of speed. The big issue is your forward aerials can get cancelled or countered because of her attack spouting flames from her blaster. If you can try to substitute neutral airs in the times she jumps it can work out better. The neutral B blasts are fairly easy to dodge, just watch them while recovering or in the air. Forward B can stop you big time, but aren't too difficult. Recovery with Samus is a bit tricky to edgeguard against because she can just use her grab move and latch onto the ledge, if this happens try to wait for her because you'll most likely fall to your death if you give chase. As Samus, try to use the down B bombs when Marth approaches because even if he hits you he won't be able to follow up because he will get hit. Samus's moves are difficult to combo mainly because they all deal little knockback or too much, the stagger time is fairly low as well. I'm no Samus expert, so I'll leave you to your imagination. ZERO SUIT SAMUS: Zero Suit Samus is similar to Samus except much easier, her moves are relatively weaker, shorter range and although she is faster she is still quite a pushover for a relatively skilled Marth. She is really easy to hit around because of her low weight and poor defense. The best defense for you in this scenario is a good offense, try to hit well. Playing as Zero Suit Samus is harder, because although you are now faster, you have less range and power than Marth. If you are able to get a hit in, you should be able to get a few hits in on him before he is able to regain his composure. _________________________________________ STRATEGIES FOR/AGAINST / Pit [614] �������������������������������������� Pit users tend to spam the forward B move. If you can dodge this by rolling quickly or jumping over Pit is easy prey for a back aerial or smash attack. When you launch a Pit, remember that he can fly. While this increases his recovery range it makes him extremely vulernable to spikes and other aerials, especially if you can force him to use his up + B move. The arrows he fires are no real threat as they are linear again, but in Team Matches they could be a bit more damaging as you will be distracted. Beware of the Arrows, as Pit can control the direction of them they can stop you off the edge. Thanks to yoshimitsukiller911 for this point. I don't think Pit has any real advantage over Marth besides recovery, so that means more attacks out to him after you send him flying because you are more likely to get back to the edge than he is. You attacks are generally weaker, so might as well go for speed jabs than the big kahuna blow. _________________________________________ STRATEGIES FOR/AGAINST / Ice Climbers [615] �������������������������������������� For Marth, it's very likely you will be able to combo the two of them at the same time, however either one is fine to combo because the other one receives the damage of the first and killing the wrong one will simply hinder the other badly and the correct one to kill will force them to lose a life, a win win situation. Forward aerials are key, and it's a nice idea to psych the other player out with short hopped neutral air moves to frighten them. Avoid grabbing because you will probably just be hit by the other one. As Ice Climbers, use your special moves such as neutral B to force him to shield and then a forward B to get some easy hits in. Marth can cancel these fairly simply with a forward B sword dance, so expect something coming and keep on the move. It's fine for you to grab because there is only one enemy to worry about. _________________________________________ STRATEGIES FOR/AGAINST / R.O.B. [616] �������������������������������������� R.O.B. is a bit different than most other characters. For one thing- he is a strange shape making it a bit different when timing your hits. He also has a set of moves most melee players probably haven't seen before, and being a Robot will give him more weight than you'd think. He's harder to KO because of this, but much easier to combo. Edge Guarding is a bit difficult because his UP B can be used in bursts to allow him to attack you as you come out to edgeguard. Try to do some practice against him if you really want to learn the irradic ways of the R.O.B. R.O.B. should use the beam attack because Marth is forced to dodge it because he doesn't have any way to send it back (besides power shielding). Both his projectile attacks should be used. Fortunately for you, although you move slow your attacks come fairly quickly and can get some hits in, then you can kill him with a big hit because R.O.B. has his fair share of those as well. Try to practice learning when a Marth is likely to use counter as well and grab when he does that. _________________________________________ STRATEGIES FOR/AGAINST / Kirby [617] �������������������������������������� A Kirby fight is similar to a Jigglypuff fight, except a bit more difficult. Kirby has special moves that have a bit more danger to them, especially when recovering. Try to hit her before she gets close enough to the edge to recover because then if she does use up + B or something else to counter your attack she will be more likely to fall to her death. Her Hammer is powerful but fairly easy for you to counter against as it takes a second or two to use. Her other special likely to cause problems is her Down + B, you don't want to counter because it won't do damage. So dodge and wait for her to pop out. Also: DO NOT attempt to start combos on her with aerials unless she jumps as well. Kirby should take advantage of the small size and difficulty to hit. Try not to spam any move more than necessary because all of Kirby's moves can get really predictable if used too often. Try to stop Marth's approach with a neutral B, which is especially easy to pull off if he tries to aerial towards you. Then you can spit him out or swallow him and begin to attack. If necessary, Kirbycide off the edge if you are winning. Try to avoid jumping because if you do then Marth can easily hit you with his range and your slow falling speed. _________________________________________ STRATEGIES FOR/AGAINST / Metaknight [618] �������������������������������������� Metaknight is probably the biggest bastard you will ever fight. My strategy for him is no longer little combos and such, but to try and land the big range hits and smash attacks because to get close to him is to get caught in a big 30% damage spree where the other player is simply mashing the A button. Do whatever you can at the end of hits to keep distance until you are ready for the next attack. Metaknight should play the opposite, and try to keep Marth close by. Use quick attacks that will get him low and be dodging the sure to come smash attacks and counter with a grab or two. Also use your strange flying patterns to surely psych out Marth, and try not to stay too still while in the air. Try to avoid using special attacks unless you know for sure you will hit him. Here is a tip from reader Cory: Metaknight's Drill Rush technique against a Counter has a way of bypassing the counter effect. As with most character's, Metaknight's Drill Rush can pass through an opponent with no damage in the technique if they are close. In terms of Counter, there is a slight window where someone can see Metaknight about to initiate Drill Rush in a slight forward motion. If close, using a shield instead of Counter allows Marth to instead go after Metaknight while he's vulnerable instead of waiting until Counter ends. _________________________________________ STRATEGIES FOR/AGAINST / King Dedede [619] �������������������������������������� King Dedede for any Marth is barely a challenge. I don't remember if I've said this before but he's probably the easiest character to fight because of how slow he is, predictable and how big he is. Use lots of aerials to begin combos as it is highly unlikely that you will miss a target that large. Then just quickly hit him in whatever order you desire, I almost 4 stocked one once (I had one more smash move to finish him but he hit me and I died once, go figure). Honestly just remember that his up B will hurt if he lands on you and you'll do fine. As Dedede, you will constantly be under some pressure. Try to swallow him to slow Marth down, and throw those Waddle Dees often to break up oncoming attacks. Avoid using your rocket attacks because those can be idiotic as any intermediate player will be able to get out of the way of the attack. Try not to overuse the up + B recovery as an attack because after a short time Marth will obviously see it coming and counter or get out of the way. _________________________________________ STRATEGIES FOR/AGAINST / Olimar [620] �������������������������������������� Don't underestimate Olimar- although very light and easy to knock around he has one or two dangerous moves. These would be the Pikmin throwing moves and even more dangerous would be the moves he uses to create electric sparks. These spark moves are another example of attacks difficult to escape from that deal a large amount of damage. Olimar is another character you have to remain parallel to unless he jumps. Aerials aren't very useful unless you want a faceful of spark and he can pretty much cancel them by chucking a pikmin at you. Try to use quick attacks and grabs to toss him away and hit when he comes back. Olimar, well to tell the truth I've never really experimented with him, but from experience the electric shock moves are very annoying to have used against as a Marth. Try to stay low, as he can't aerial you because of your small size and you suffer in the air compared to him. Treat Marth like a regular enemy with no real special areas other than what was mentioned above and you will be fine. _________________________________________ STRATEGIES FOR/AGAINST / Fox [621] �������������������������������������� Fox was probably the easiest enemy I went against, as in this game he has been downgraded even more than Marth. He's light, fast and fairly easy to dodge or counter. Using aerials that will have the sword strike at him without getting too close and using the sword dancing moves will greatly weaken him. When he is beaten off the stage the difficult part is to try to NOT jump after him, he has moves such as the fire fox that can allow him to remain suspended in midair, but invincible and easy for him to hurt you, so try NOT to get hit. If you can wait at an edge for him to come up, short hop and down aerial and you can hit it at the right time to send him downwards for a kill. As I said in Ganondorf's strategies, he is one of the top three to train on because he gets you used to faster, lighter and weaker characters. Fox is easy to beat around once you hit him around a bit. As Fox, playing a Marth can be hard. Use your speed to dodge as much as you can, using grabs is a good idea because you can get some damage in without too much worry of a counter. Down attacks are wise, as well as neutral attacks because they can get some quick hits in to rack up his damage. Avoid using your specials unless recovering or using your laser. _________________________________________ STRATEGIES FOR/AGAINST / Falco [622] �������������������������������������� Falco is more difficult than Fox because he sacrifices a little speed for more power and knockback, meaning while easier to pick off, he's a much bigger threat while on defense. Try to get in the air to avoid the laser he is sure to fire at you, then hit him to upset his balance and stop the flow of lasers. If there are multiple platforms, try to get below him if you can. The same general rules for fighting a Fox character apply, including trying not to jump after him if he is knocked off. Hog the edge if you must, but do not give chase. As Falco, spam those lasers. If you have adjusted to the Short Hop laser, use it to open up Marth. Try to come in low and hard- dashing is a good way to do this. Again, Marth has bigger range than you and can easily upset it. So try to attack from everywhere at once. Grab him to get some cheap shots in- anything it takes. Kicking your reflector is a new move in this game and can throw someone off if you hit them. I don't care if you have to stand in front of your opponent to win, just do it! _________________________________________ STRATEGIES FOR/AGAINST / Wolf [623] �������������������������������������� Wolf is harder than both Falco and Fox because he is fast, powerful and has a very annoying laser. The principal for victory is essentially the same, but you can use smash attacks (uncharged) more often and abuse your laser as well. I found that the Forward B move (sword dancing) is VERY useful against him if you can get close enough. As Wolf, play like Falco except with more smash attacks. Act irradically and take advantage of your opponents poor judgement as you do this. Grab, hit, bite scratch and do whatever you can to win. _________________________________________ STRATEGIES FOR/AGAINST / Captain Falcon [624] �������������������������������������� Captain Falcon is one of the best characters to train against, Ike and Fox being the others. Ike represents raw power, Fox represents all speed and Captain Falcon is in the middle of the two of them. He isn't particularily hard to beat either, this will inspire some confidence in you as you face him. Basically, his moves are powerful and a bit quicker than most characters, but still not extremely quick, so this allows you to practice your side stepping. Aerials are very effective against him because his aerials are slower and have less range than your big sword. As Captain Falcon, the one thing that makes a Marth angry is being able to use a neutral A combo and damage him without bouncing him too far away. Abuse that knee move, as it is ridiculously powerful. Counter aerials with an UP + B, get him in the air with Forward + B and damage him while on offense with Down and B because of its usefulness. DO NOT under any circumstances use Falcon Punch unless you wish to be killed easily. If Edgeguarding, try edgehogging and doing a knee move, Marth can only really move up, so wait for it and go. _________________________________________ STRATEGIES FOR/AGAINST / Pikachu [625] �������������������������������������� As a Marth, you want to take the standard small enemy strategy up. First of all, do not attempt to aerial unless Pikachu jumps first, because you will likely miss. Try the smash attack/throw strategy where you chuck them and then quickly follow up with a smash attack. Recovery for you will be quite awkward because if you are high in the air Pikachu can spam the down + B thunder move. Practice air dodging away from that. Pikachu's other annoying attack is thundershock, while not damaging it can be used to open you up for attack, and it's arc can make it harder to short hop over it quickly. Pikachu is also harder to spike because of the UP + B move which makes you disappear. Don't bother trying to spike, edge hog if you want. As Pikachu, learn to use your special attacks properly because they are probably your best tools of destruction. I guess the side smash attacks are also useful because of the little bit of extra range as well. Stay low to the ground unless recovering and play a passive agressive style, meaning you take charge sometimes but defend as well sometimes to lure Marth into a false sense of security. BAM! _________________________________________ STRATEGIES FOR/AGAINST / Pokemon Trainer [626] �������������������������������������� Pokemon Trainer is a bit more difficult because he can play as three Pokemon. The easiest Pokemon to beat is Charizard, as he is the biggest and slowest. Not to mention, he can fly with recovery, leaving him a fairly easy target. Squirtle is hard because of his low size, but he also doesn't weigh a lot. This means that if you can hit him with the tip of your sword he will often fly, and far. His recovery is fairly unpredictable, so be careful. Ivysaur is hated because of his seed attack that goes straight up, it's hit me while trying to jump over and down air him. Basically, to win with the Pokemon Trainer you have to be extremely fast, hard to hit and most important of all SPAM the special attacks. You want to seriously tick the Marth off so badly that he messes up completely and you win. _________________________________________ STRATEGIES FOR/AGAINST / Lucario [627] �������������������������������������� First off, let me say that Lucario can be deadly against Marth. While testing these strategies, I had a harder time against him than most other characters mainly because of that little bit of psychic energy at the end of his attacks that can increase his range. My aerials, while still useful did not always succeed as I'd hoped. A reasonably skilled Lucario shouldn't have too much trouble dispatching Marth. Most swordsmen hate Lucario for reasons unknown, but there's just some anti sword quality around him that makes him more than able to counter against these types of foes. It defies all laws of physics, I don't know why, so don't ask me, it just does! _________________________________________ STRATEGIES FOR/AGAINST / Jigglypuff [628] �������������������������������������� To put it blandly, Jigglypuff is no contest for you. The one advantage that she does have is the small size makes her hard to hit on the ground. Try to avoid the big smashes unless a perfect opportunity presents itself. The small neutral A or dash moves works best. Jigglypuff shouldn't be too hard in the air, especially since she falls slowly and when she jumps she is quite easy to hit. Edgeguarding is especially easy because of this, she has no up + B recovery so forward and downwards hit work equally effectively. Jigglypuff players should be getting in behind and using shield grabs and moves such as pound or some other neutral A moves. The quick strategy also works best for her because she has very poor attacks in almost every situation. If you can use rollout on Marth without missing then go for it, but it's fairly easy to anticipate and dodge. _________________________________________ STRATEGIES FOR/AGAINST / Marth [629] �������������������������������������� Fighting against another Marth really all comes down to your skill level. Your weaknesses are his, as well as your strengths. Remember the things that other characters did to antagonize you? You want to try to replicate exactly what it was that made you lose to your new Marth opponent. Try to predict what they are going to do because they have the same moves and it's much easier to win if you can recognize patterns that you yourself do and counter them. If you often play against this person or if you find yourself being constantly beaten, try to change up your strategy halfway through. This isn't a suggestion to do in some giant tournament with millions of dollars and hot women riding on it, this is a surprise strategy that will make you less predictable and more likely to succeed. _________________________________________ STRATEGIES FOR/AGAINST / Ike [630] �������������������������������������� I personally have a lot of experience training against an Ike because he is who I normally play against to practice. This is a battle of swordsmen, and it can really go either way because Ike is probably one of the most powerful, overly spammed characters in the game. I once KO'd a Bowser at 11% damage with a charged smash attack. Marth is a lot lighter than Bowser, so you better dodge a TON. Just remember to not get hit by him when he uses a smash attack or it's probably the end of you. Ike is very slow, so Marth can take advantage of this by using his quick moves. Rolling to dodge these very slow attacks is a good tactic as you can then grab or smack him with little chance of recoil. Another good idea is using Counter if you can time it right, Ike can't really hit very well. In the air, Marth is definitely dominant, however, I found that trying to land with Marth is hard because of Ike's bigger range and power. The same is said with edge guarding, Ike's recovery move is either vertical or horizontal, and his vertical moves are hard to block against especially when he can hit you. The Marth should try using Down+A or COUNTER to block these recoveries. Ike already has a massive amount of moves that can stop you from recovering because of his raw power. A reader who sent me an email says that a good strategy for stopping Ike's Eruption is to use counter, as it's a slow move to execute and really helps to prevent being KO'd. Thanks to mystery man. Another reader sent me the strategy that if he uses his horizontal dash to recover, its better to jump towards him and take the hit because he will fall and be helpless while you can still recover. Thanks to Andrew Harris. Here is a strategy from David Morey: I found while facing Ike an easy way to prevent recovery. As you already stated it's easiest to use Counter. When Ike uses his Aether Slash to recover, I found there is a large chance he won't be able to get back if the damage is high enough as his vertical recovery is horrible. _________________________________________ STRATEGIES FOR/AGAINST / Ness [631] �������������������������������������� Ness is a love/hate relationship for you to fight, on one hand he doesn't really have a whole lot of advantages over you but then again neither do you. He is the size where your aerial advances can go either way depending on your timing. Ness doesn't have any decent ranged projectiles, his best bet is PK Fire which you just have to roll to dodge. If he uses PK Thunder you should be more worried that he's aiming at himself because if he flies towards you then you can get some pretty big damage. Remember also that he has a bat which will increase his range. When he recovers, you have to wait for him to start using PK Thunder, and hit him BEFORE it runs around to his butt, as this is when he is most vulernable for you to intercept. Chris L also tells me that instead of hitting Ness when he uses PK Thunder, simply jump in front of it so it can't connect with he and he won't be able to recover. YOU however, will be able to easily Dolphin Slash back up. As Ness, use PK Fire a lot and try doing some attacks of your own. Your forward aerial does some nice damage and same with a short hopped back aerial that you hit several times. Ness really has a nice little set of moves only hindered by his poor range. Just do the best you can do and stay hard to hit. _________________________________________ STRATEGIES FOR/AGAINST / Lucas [632] �������������������������������������� Lucas is really the exact same as Ness with a couple differences, his attacks work a bit differently (especially his aerials). His neutral B move also will freeze enemies in a block of ice instead of launching them. I also think that Lucas feels a little shorter than Ness (maybe it's the hat?) His moves also seem to be weaker but on a whole he is faster than Ness. Use the same strategies you use with Ness to win, oh and I just remember that his PK Thunder can go through multiple people. _________________________________________ STRATEGIES FOR/AGAINST / Mr. Game & Watch [633] �������������������������������������� Mr. Game & Watch is a very versatile character in how he can counter your moves with his. Basically, if you look in the game on paper he has some of the most comboable, hard hitting moves there area. He's a small size, cutting down your Aerial ability. What you need to practice here are your fakeouts, because if you don't, he could start a smash attack (and his can linger for a bit, so rolling might not always work to dodge). Practice combos off of throws and try using the sword dance moves a little more often than you normally do. As Game and Watch, just do your normal play style. Lots of combos such as aerial forward and and aerial up A to stop Marth's aerials, and then use your own moves in whatever ways you can to combo him yourself. If you watch a level 9 Game and Watch you might get some ideas for easy combos and learn some more yourself. _________________________________________ STRATEGIES FOR/AGAINST / Snake [634] �������������������������������������� Snake is your regular idiot, except unlike the usual gang of idiots he's armed with missles and other assorted explosives. Be sure to pay attention to him at all times because he might drop a mine or C4 somewhere and depending on the stage it could be near invisible and you have a chance of stepping on it. But, this means if it is a landmine you can potentially hit him back into it or he could step on it accidentally too and find himself one stock shorter. He's quite easy to hit out of the air if he comes from below with up + B but if you don't time it properly you could take damage from the glider thing. Snake users probably know how to use his projectiles better than I do, so all I can really offer to them is that you should avoid Marth's aerials because you are the appropriate height to be hit by one. Try grenades more than the missle launcher as well because the if Marth can get around it he can hit you before you adjust to aim at him. _________________________________________ STRATEGIES FOR/AGAINST / Sonic [635] �������������������������������������� Sonic isn't particularily difficult, it's just his speed makes him a bit harder to target and you could find yourself missing more often than you normally do. Your main goal is to NEVER stop moving, even if it means rolling backwards when you don't really need to. He can launch himself quickly at you, but if you are moving as well he'll have a hard time co-ordinating his harder to control speed against your movements. You'll need both the quick slashes and the heavy ones to send him flying. Sonic should just move around as fast as he can, using all his rolling moves irradically in combination with his other decent attacks (spike, etc.) If you are extremely unpredictable, then you will likely catch Marth off guard. It may be a good idea to do some fake out moves like rolling towards him, but turning away before because he might try to counter. ________________________________________________________________________________ \ Target Test [700]/ \____________________________________________________________________________/ 7. Target Test................................................[700] 7.01. Difficulty 1......................................[710] 7.02. Difficulty 2......................................[720] 7.03. Difficulty 3......................................[730] 7.04. Difficulty 4......................................[740] 7.05. Difficulty 5......................................[750] These strategies should be practiced in order so you can see what you are going to be doing in which order, then you should try some serious runs to try to improve your times. _________________________________________ TARGET TEST / Difficulty 1 [710] �������������������������������������� 1. Dash forwards, short hop and forward air slash the target you see here. Fast fall and land. 2. Jump into the air and use a forward air attack to slash the target to the right. 3. While still in the air, use another forward air attack as you fast fall to strike the target below there. 4. Go left and fall off (don't jump), hold right as you fall and back air the target at the bottom. 5. Dash left, jump and forward air the target on the platform. 6. Jump and up aerial the target here. 7. Do a dolphin slash while still in the air to hit the topmost one. 8. Fast fall to the left, land. Hit the target. 9. Jump, forward air the target and land. 10. Jump up the platform one more time, land and then double jump and dolphin slash the last target. _________________________________________ TARGET TEST / Difficulty 2 [720] �������������������������������������� 1. Double jump and up air the target above you. Fast fall and land. 2. Dash left and fast fall to the platform below. Avoid the poison mushroom and keep going. When you get to the target, short hop and forward air the target. Fast fall to land. 3. Continue dashing left and dispatch this target in the same manner as target number 2. 4. Jump up and to the right. Jump up again and to the left, hit the target and land on the platform. 5. Run to the top left target and hit it with an up air attack and fall to the right. 6. Forward air this target as you land. 7. Jump to the right and forward air the target. 8. Use your second jump and forward air the target again. 9. Dolphin slash this target and land on the platform below. 10. Get to the target as fast as you can and hit it. _________________________________________ TARGET TEST / Difficulty 3 [730] �������������������������������������� 1. Step onto the platform to get launched to the right. Air dodge in midair to regain control immediately as you land. Jump to the right and forward air the target. 2. Immediately do a neutral air after forward airing the last target. Land. 3. Go to the left and forward air the target. 4. Down air the target in the gap and fall through it. 5. Go to the left and hit the target down there. 6. Head to the right. There is a target above and below the giant wall, double jump up and dolphin slash the top one. 7. Fall back and to the left, then go to the right get the bottom one by the treadmills and go to the other side. 8. Go to the right and hit the target over the single treadmill. 9. Land on the small platform and hit the target there. 10. Double jump and dolphin slash and land on the bouncer. As you reach the top of the bounce area, dolphin slash the last target. _________________________________________ TARGET TEST / Difficulty 4 [740] �������������������������������������� 1. Go to the right and forward air the target here. Jump to the top part. 2. Fall down the backside and back air the target THROUGH the ice. 3. Land here, fall (don't jump) and aim yourself into the little niche in the ice with the target, jump again and up air the target, then fall right and dolphin slash to recover. 4. Double jump and dolphin slash the target above you, fast fall. 5. Hit the one in the gap between the ice things as you go left and recover to the other side. 6. Wait for the target to move to you and hit it. If you got there at the appropriate time, that will be extremely soon and you won't wait long. 7. Same as #6, except it will approach you from a different side. 8. Jump up a level. Hit the target here. 9. Jump up a level, hit the target here. 10. Jump up a level and hit the target here to finish. _________________________________________ TARGET TEST / Difficulty 5 [750] �������������������������������������� 1. Double jump and up air the target right above you. Fast fall. 2. Head to the right, there are moving platforms and two walls shaped like two slashes (/ /), jump inbetween them and dolphin slash to hit the target and land on the second one. 3. Jump up and go to the right and hit it. 4. Go back to where you started and fast. Fall down the back side and land, hit the target here, then land again. 5. Fall down and before you reach the bottom press neutral air, you should hit the target once you are close enough. Jump and dolphin slash to recover. 6. Double jump and dolphin slash to the left to reach the platform above. Hit the target here. 7. Head right to the beam sword. Pick it up, jump as far right as possible and throw the sword away straight up. 8. Do a forward air IMMEDIATELY and strike the target through the wall. 9. Jump to the left to the last two targets, neutral air the first. 10. If you miss the second with neutral air, dolphin slash to hit the last one. -------- AN ALTERNATIVE STRATEGY HAS BEEN SENT TO ME BY READER MAYHAR GARMSIRI: Ok, the way that I formulated the route for this method was slightly based on the original one by TripleJump, so thank you TripleJump. Also this method shaved off 7 seconds off of the time I got useing TripleJump's method. 1. As soon as it says go, double jump up and off the structure and up aerial to hit the first target then fast fall to your left. 2. Quickly Dash to your left if you're not already there and just before the ground starts to curve downwards jump ONCE and press left, then forward aerial the target once you are close enough. Once you're dropping, get close to the wall that is after the part you can stand on (the wall that makes the bottom half of the structure). MAKE SURE YOU ARE NOT TOUCHING THE WALL AND YOU ARE FALL STRAIGHT DOWNARDS WITH NO ANGLES. 3. Once you are close enough, neutral air the next target, jump and dolphin slash to save yourself. 4. As soon as you touch the ground, get beside the line of platforms coming downwards, jump and do a dolphin slash to be able to gain some height. Once you are on the platforms, jump to your left and do a dolphin slash to hit the target that is under the top floor of the structure you first started on. Then fast fall to the ledge that was under the target 5. Once again jump towards the line of moving platforms and dolphin slash to get some height. Then jump to your right and dolphin slash the target between the two things that look like slashes (like what TripleJump said, the: "/ /"). When you are dolphin slashing make sure you hit the target with your head or body and not the blade of your sword because then you can recover on the slash-like thing to the right. 6. Double jump and hit the target to the top and fast fall down past the slanted wall to the ground where you can see a beam sword in front of you and a moving trapezoid. 7/8/9/10. Grab the beam sword and jump towards the wall, just before you hit the wall throw the beam sword up and once you actually do reach the wall forward aerial the target behind it. Jump up and AIR DODGE to get the sword back (you can air dodge to get items, even if the items are on the ground, you just have to be air dodging before you land on the ground where item is). Once you have the sword fast fall and then QUICKLY throw the beam sword to where the last two targets to your left are. The sword should hit both of them and you will be done hopefully with around 27-29 seconds. I got 29 seconds after my first practice run so it shouldn't be too hard for you. ________________________________________________________________________________ \ STAGE STRATEGIES [800]/ \____________________________________________________________________________/ 8. Stage Strategies...........................................[800] 8.01. Battlefield.......................................[801] 8.02. Battleship Halberd................................[802] 8.03. Bridge of Eldin...................................[803] 8.04. Castle Siege......................................[804] 8.05. Delfino Plaza.....................................[805] 8.06. Distant Planet....................................[806] 8.07. Final Destination.................................[807] 8.08. Frigate Orpheon...................................[808] 8.09. Lylat Cruise......................................[809] 8.10. Mario Circuit.....................................[810] 8.11. Mushroomy Kingdom.................................[811] 8.12. New Pork City.....................................[812] 8.13. Norfair...........................................[813] 8.14. PictoChat.........................................[814] 8.15. Pok�mon Stadium 2.................................[815] 8.16. Port Town Aero Dive...............................[816] 8.17. Rumble Falls......................................[817] 8.18. Shadow Moses Island...............................[818] 8.19. Skyworld..........................................[819] 8.20. Smashville........................................[820] 8.21. Summit............................................[821] 8.22. WarioWare.........................................[822] 8.23. Yoshi's Island....................................[823] 8.24. 75m...............................................[824] 8.25. Flat Zone 2.......................................[825] 8.26. Green Hill Zone...................................[826] 8.27. Hanenbow..........................................[827] 8.28. Luigi's Mansion...................................[828] 8.29. Mario Bros........................................[829] 8.30. Pirate Ship.......................................[830] 8.31. Spear Pillar......................................[831] 8.32. Brinstar..........................................[832] 8.33. Corneria..........................................[833] 8.34. Onett.............................................[834] 8.35. Rainbow Ride......................................[835] 8.36. Temple............................................[836] 8.37. Yoshi's Island....................................[837] 8.38. Big Blue..........................................[838] 8.39. Green Greens......................................[839] 8.40. Jungle Japes......................................[840] 8.41. Pok�mon Stadium...................................[841] _________________________________________ STAGE STRATEGIES / Battlefield [801] �������������������������������������� - Control the ground level, Marth is fairly bad at defending himself while above other characters. - Even more important, control the middle of the ground level. If you can force opponents off the edge or above you, they will be clearly easier to destroy. - Use the platforms to launch yourself, if you can hop off of them you can go higher in a little longer time and maintain better control of juggles and aerial attacks. - Similar to Final Destination, the edges sort of jet outwards, meaning if you mistime your recovery you can hit the bottom and not grab the ledge. _________________________________________ STAGE STRATEGIES / Battleship Haldberd [802] �������������������������������������� - You begin at the ground level part and will quickly go into a floating platform. Use the first bit of time to hit the enemy a few times before taking off. - While in the air, this is your time to shine by knocking the enemy off the edge. Usually you want the whole platform available to you, so you will probably be sharing control. When you hit them off, guard the edges. - When you reach the Haldberd itself, avoid the hazard being fired and whacked at you. Kind of obvious. _________________________________________ STAGE STRATEGIES / Bridge of Eldin [803] �������������������������������������� - The Bridge is a flat level, for the most part. Try to stay near the middle but not where you can clearly see seams holding the bridge together. - After the enemy on the Boar rides by, get away from the center (unless he does not drop the barrel) because the explosion will not only kill you but destroy the bridge. - Sometimes an enemy will show up as well as the boar, this enemy is nothing to worry about and a simple hit or two will be enough to dispatch him. - The gap that appears in the missing bridge space is a great place to try to spike your enemies, just make sure to recover. - The bridge will eventually return from a dark portal that will appear in the sky. _________________________________________ STAGE STRATEGIES / Castle Siege [804] �������������������������������������� - The Castle itself is a really small rooftop with a platform to the left and a raised area to the right. The best area to kill on is the left side because of it's proximity to the edge of the screen. - After a while it will change to the Throne room inside the castle. There are some more platforms above you giving you some more freedom to move around and get more control of the area. - After more time it will go to some underground place, _________________________________________ STAGE STRATEGIES / Delfino Plaza [805] �������������������������������������� - Delfino has a large platform on the bottom, and then two going up above it. Control the bottom as usual - After a while you will land on one of the following: A sandy island, a place with several rock pillars or some area of the streets of Delfino. All of which have no edge you can fall off but there is water in some of them, so get out before you drown. - The platform will raise again after you are at one of those locations for a bit and this time it's got two small platforms that are side by side instead of parallel to one another. Control the bottom level in the middle. - The stage will change back after a bit and it will continue this cycle until it ends. _________________________________________ STAGE STRATEGIES / Distant Planet [806] �������������������������������������� - The level has two main areas, the left side which is slanted downwards and the flat leaf bed which you can fastfall through. - The left side should be played on mostly as it gives you the most room. The high ground/low ground doesn't matter a whole lot in this as the high ground gets the smash advantage but the low ground offers plenty of recovery room. - If it starts to rain, move away from the side and onto the leaf. The water can pull you off the ledge and in general the left side can have problems with recovery. - Watch out for the giant creature that comes over because if you are in his mouth you will get carried away and die. _________________________________________ STAGE STRATEGIES / Final Destination [807] �������������������������������������� - Final Destination is the most fair stage in the game. It's a giant flat platform with no natural distractions or things you will have problems with. - Watch out while recovering that you HIT THE LEDGE. If you recover underneath you can get stuck there and fall to your death. _________________________________________ STAGE STRATEGIES / Frigate Orpheon [808] �������������������������������������� - For the most part it seems kind of small, just one large platform and one small on above it. To control this, stay to the right side of the stage as the platform can be attacked up on and is not very safe. There is also one hovering below the main platform. - Sometimes the lights will go out, be careful not to jump off the edge by accident. - If an alarm sounds, the stage will flip upside down. Jump into the air so you can wait for the things to shift below you. - The new shifted stage is one big thing with a small one above it as well. There are no real control areas here that are important for you to keep. _________________________________________ STAGE STRATEGIES / Lylat Cruise [809] �������������������������������������� - There are three top platforms, and one long one below it. Try to stay on the bottom, using the top platforms to attack and launch yourself on. - Sometimes the jet engines will overheat and set on fire, stay away from that while recovering or you can take a bad hit. - The ship will sometimes lean sideways as it makes turns, compensate for this as it can sometimes throw you off. _________________________________________ STAGE STRATEGIES / Mario Circuit [810] �������������������������������������� - Mario Circuit takes place on a Mario Kart track, the track runs from the background to the front of the screen, and also perpendicular to this track from the left side to the right side. - Racers will drive along the track, and you get about a 3-4 second warning. So get onto the section of track that they aren't on or just off the track period. - After a while some racers will get ahead of others, so be careful because sometimes one might lag behind a bit and you might get hit. - Because of these racers, there are no real control points because you will be moving spots quite often and there's quite a lot of room wherever you are. _________________________________________ STAGE STRATEGIES / Mushroomy Kingdom [811] �������������������������������������� - Mushroomy Kingdom just takes an area of old Mario 2D games and makes it into a scroller. You fight along one of two levels (World 1-1 or World 1-2) and move along. - World 1-1 is more open, but has more holes you can fall down. World 1-2 has a lot of blocks you can destroy to make traps and use in strategy. - At the end of the stage you loop back the start and go through it all again (with all blocks restored) until someone wins. _________________________________________ STAGE STRATEGIES / New Pork City [812] �������������������������������������� - New Pork City is HUGE! Well, not really that big. About the size of the melee Temple, except you will probably be pretty far away from your opponent quite often so it will zoom out. - The hazard on this stage is a giant demon thing that will appear and hit you for 200+% damage and usually an instant KO (if you tech a wall then you won't die). If it appears, RUN LIKE HELL. - Be resourceful, use the platforms to your advantage. Remember to try to force the enemy close to the edge because it can be hard to KO them off the screen. _________________________________________ STAGE STRATEGIES / Norfair [813] �������������������������������������� - Norfair has five platforms. The middle on can be grabbed at the edge while the other ones you can go right through. - The lava level on the bottom can rise up to nearly the top of the platforms. Get to higher ground when this does. - Sometimes, giant lava waves will come and try to wipe out a whole half, get to the other side. - When the lava level rises you can not die off of it unless you fly offscreen from the lava damage. - When one giant lava tidal wave shows up, so should a little building. Get to this building as soon as possible and attack the blue on the outside. Get inside and STAY there, try to hit your opponent outside because this lava will KO any person not inside the shelter. Yichen5 tells me this is in fact false, sometimes you can survive. It may depend on the weight, damage and where on the screen that you are. _________________________________________ STAGE STRATEGIES / PictoChat [814] �������������������������������������� - PictoChat takes place on a PictoChat window (DS game). You get to sit on a big "Now Entering" platform and watch as drawings will appear and disappear. - These drawings all have different effects on the game, for example, if a fire is drawn then anyone touching it is burned. Or if a clock is drawn then the hands that more around it can be used as a platform. These drawings can be walked on. _________________________________________ STAGE STRATEGIES / Pok�mon Stadium 2 [815] �������������������������������������� - Pokemon Stadium 2 looks exactly like Pokemon Stadium 1 at first, a flat platform with two smaller platforms above on each side. - The Pokemon Stadium will morph into one of four stages now. The first one is the Earth based one, which just adds a bit more unbalanced terrain and forces you to improvise. - The second one is the electric one, there are two treadmills pull you to the edges on each side. Control the middle area on the ground because this will force the enemy either above you or away because of the treadmills. - The next is the wind based one, this makes a bunch of windmills push air up and you will fall much more slowly, so try to control the ground instead of the air because you will have better opportunities to hit people. - The last area is Ice, the platforms and everything are now slippery to move around on. Just practice on it and improvise as you go. - The order these stages occur are random. _________________________________________ STAGE STRATEGIES / Port Town Aero Dive [816] �������������������������������������� - The Aero Town takes place on a moving platform going through a racetrack. At certain points it will stop. - Watch out of the other cars when it stops. You can get hit and go flying. - When the platform starts to rise, quickly get back as you could fall off the track or onto the track and take damage. - There is one point where there is a hole in the middle of the track. Be careful or you might accidentally fall to your doom. _________________________________________ STAGE STRATEGIES / Rumble Falls [817] �������������������������������������� - Rumble falls is a scroller that goes up. The best thing you can do is ALWAYS KEEP MOVING, even if you don't attack the other guy you should keep it up. - There are buttons you can attack that opens trapdoors, etc and can be used to catch an opponent off guard. - Sometimes the screen will speed up or slow down, causing you to jump to keep up with the pace much fast. _________________________________________ STAGE STRATEGIES / Shadow Moses Island [818] �������������������������������������� - The stage is somewhat balanced. Each height level doesn't offer a lot that is new. There are three levels- bottom, middle and top. The Bottom is just flat ground all the way across, the middle is two small platforms and the top is one big platform. - The watchtowers on the sides are acting as walls. If you can get someone to the wall and spam the down + A you can get some cheap hits in. - The watchtowers will eventually break, causing some dust and difficulty to see, so back away from them as they collapse and then re-engage the enemy. - If the watchtowers are still up, it's very difficult to KO the enemy with a forwards attack. You need an up aerial or up smash to do it. - Ignore the fancy effects that happen, they won't hurt you. _________________________________________ STAGE STRATEGIES / Skyworld [819] �������������������������������������� - There are five platforms in Skyworld, some made up of individual brick squares on the map. - Each square can be destroyed, after they are destroyed there is a cloud under the brick that you can stand on and attack enemies through. - Try to hit enemies to the left because the right side has two platforms that are quite close to the side of the screen, making for easier recovery. - If possible, try to blow up the brick squares that are above the largest platform so if an enemy is up there you can pursue and hit them safely from below. _________________________________________ STAGE STRATEGIES / Smashville [820] �������������������������������������� - Smashville is one long platform that has a smaller floating one above it. The platform is similar to final destination in that if you up + b at the wrong spot you can get stuck underneath. - The stage will change depending on the Wii's internal clock, nighttime/winter, etc. This isn't of tactical value but it's pretty cool. - Sometimes some balloons may float above you. If you pop them you get free food to heal with! _________________________________________ STAGE STRATEGIES / Summit [821] �������������������������������������� - There are some platforms, most things are iced over so you will slide when standing on it. - After a while, the summit will start sliding down a hill. This will affect gravity for a while as your falls slow and you drift to the right more. - At the bottom you end up in water and can swim in there for a bit. Be careful though because a fish enemy will swallow you and likely KO you. - After a while it goes back to the top. Also know some random food items can appear on this stage, they don't do a lot though. _________________________________________ STAGE STRATEGIES / WarioWare [822] �������������������������������������� - Warioware starts out in a normal place with a platform. This platform has two above it on each side that you can fight on. - After a bit, you will be sucked into the pig door in the background and be forced to do some random task. My advice is to only fight if you have to and do this task. As you return, anyone that did a task will have a "O" appear on them and they will be rewarded with good items such as Super Mushrooms, Stars, health recovery, etc. - Know that some games won't be won by everyone, which is why it's important to do them as much as possible. - While this stage isn't really suitable for tournament play, it's great fun to do while hanging out with friends. _________________________________________ STAGE STRATEGIES / Yoshi's Island [823] �������������������������������������� - Yoshi's Island is fairly simple in design, a platform with a slight dip and a smaller platform above you. Try to control the sides not covered by the small platform, and force your opponent to have their back against the edge. - The edge is a little awkward for recovering opponents so edgehogging here is very effective. - Green eggs and ham (just a little joke, remember the "peanut butter and jam?" I said it earlier in another stage, kind of silly, right? _________________________________________ STAGE STRATEGIES / 75M [824] �������������������������������������� - This is the most unplayable level in Smash Bros. history, it is comprised of several tiny platforms with ladders and obstacles such as moving fireballs, Donkey Kong and Springs. - This stage is mostly hit and runs, on the small platforms you have to be constantly moving and readjusting yourself so you can hit the enemies but not fly off. - The larger platform to the right is where you want to be to kill enemies, as you can hit them to the right to send them off or hit them to the left to get them at Donkey Kong. - While on the right side, try not to let the opponent approach you from below. You should be parallel to them or YOU should be the one below. - Watch out for the springs that DK will throw because if you get hit by one you will fly quite far and get hit another bunch of times. - Don't even go on the top part where Donkey Kong is because if the springs don't get you, he can. - The collectable items only add to the total at the top, ignore them. _________________________________________ STAGE STRATEGIES / Flat Zone 2 [825] �������������������������������������� - This is a very small stage with some random events occurring. First of all, try to stay in the middle because even a medium powered hit near the edge is fatal. - The assortment of games usually results in some form of damage being done if you do the wrong thing. Such as the gas station, if you attack a person standing there they will hurt you. - Fortunately, most things happen slowly in this stage so you can avoid it if you move quickly. _________________________________________ STAGE STRATEGIES / Green Hill Zone [826] �������������������������������������� - The stage here is quite destructable, and the halfpipe design makes for an interesting fight. - The lampposts can be spun around to hit enemies, watch out for them as you probably will be focused on your opponent. - There is no real control point you want to aim for as the half pipe is quite unusual for a Super Smash Bros. game. You'll probably have some difficulty deciding exactly what you want to do. _________________________________________ STAGE STRATEGIES / Hanenbow [827] �������������������������������������� - Be careful with this stage, you cannot stand on the branches, only the leaves. - If you attack a leaf it will change it's angle and colour which will not only alter the music being played but it will let you try different strategies. Have fun experimenting! - Also a pain is the fact that you cannot swim in the water in this stage, there is no particular reason why, you just can't. _________________________________________ STAGE STRATEGIES / Luigi's Mansion [828] �������������������������������������� - Luigi's Mansion is the inside of a big house. There are three levels of the house (ground floor, second floor and rooftop). If both players are outside of the house, then an illusion of the building will appear instead of the inside of the house. - There are four sections of the house that can be destroyed if you break the pillars holding them up. After they are all gone, you fight on flat land for a bit until the stage reappears. - Remember that if you stand behind a pillar and someone like Fox tries to laser you the pillar will absorb it until it collapses. It's also impossible to destroy the bottom level if the top level above it is intact. _________________________________________ STAGE STRATEGIES / Mario Bros [829] �������������������������������������� - Mario Bros is another one of the "2D worlds plunked into Brawl because of lazy developers who thought it would look cool". - Basically, if you hit someone sideways they will hit the roof and fall safely to the ground. Not very effective is it? - There are scores of enemies coming out of the pipes. You will take damage if you touch one. But if you hit them from underneat (jump into the platform) then you can go to the top and pick it up to throw at an enemy. - Hit the POW block to hit all of the hazards once (flipping them 180 degrees from what they were before). _________________________________________ STAGE STRATEGIES / Pirate Ship [830] �������������������������������������� - The Pirate Ship is just like it sounds, a ship. There is the poopdeck (teehee) and two other platforms going up. Getting hit off is not a huge deal as you can swim for a bit in the water. - The King of Red Lions (Red Boat from Windwaker) will eventually show up in the back, giving you some additional space if needed. - There is a spring near the front of the boat that will launch you away, not quite enough to die but enough to go off the screen. - Pirate ships will occassionaly follow you and shoot bombs at you from a distance. If you are at a high percentage RUN! - Sometimes a cyclone will pick the ship up off the ground, you will float around for a bit and the only change is that you won't land safely in the water, but be KO'd off the screen. - Sometimes the ship lands at an Island, adding more room to fight in. _________________________________________ STAGE STRATEGIES / Spear Pillar [831] �������������������������������������� - The stage itself has a topside with a couple platforms, and some caverns to battle in as well. - This stage is a Pokemon stage, and one of three Pokemon will appear. Each has it's own special attack. - Some things that can happen is slowing time, reversing directions, flipping the stage sideways or lowering gravity. This can be extremely annoying or add a unique twist. If you have friends over it can be hilarious listening to them get ticked. - The Pokemon can also attack and destroy some of the floor, beware! _________________________________________ STAGE STRATEGIES / Brinstar [832] �������������������������������������� - Brinstar is a rather medium sized area, but it has a nice little twist. There is a bunch of yellow acid below the four small platforms. - There is also a foreign substance attached to one of the platforms that can be destroyed. It knocks it down if broken. - The lava acid below will rise and sink in level. When it is low, you can fall off the map. When it is medium to high level, you can fall into it and it bounces you back up into the sky. It will cause you damage and knock you out if it is too high. - It also raises to about the top platform, limiting you combat. The level will rise and fall as you battle. Sometimes the lava will save your life, so it isn't all bad. Just don't overdo what you can. Big characters have a slight problem, but it's not much. _________________________________________ STAGE STRATEGIES / Corneria [833] �������������������������������������� - Corneria is a Melee stage, it's got lots of dips and curves in it's working that you should know about. - The highest point is a bit hard to guard against, because it curves out and gives a ledge easy to grab onto. - If you are sent off the left and can't make it up to the platform, aim for the guns to the right. You can stand on them (but if you attack them a few times they will blow up). It will be hard to get back on top but it's better than a death. Also know that those guns can fire lasers so if you are on it when that happens you basically get killed. - The bottom right side is perfect for killing enemies, and there's even a wall to combo them off of. _________________________________________ STAGE STRATEGIES / Onett [834] �������������������������������������� - Onett is a rather Unique level, to say the least. You fight in a small arena with two houses, and an apartment with a "Drug Store" sign. - The Sign randomly drops, signalling that the awnings will fall. So get off them. - Cars will drive down the streets, damaging you if hit. Mr. Saturn drops are common here. The roofs are the safest way to go, but do not camp. Keep moving or you get blown away. - The left side of the level is best to KO at, inbetween the houses is the safest from enemies, but not from the cars. Luckily, you get a slight warning before they come. So you shouldn't be too bad. If you spike an enemy down when a car is coming, they might get Knocked Out. _________________________________________ STAGE STRATEGIES / Rainbow Ride [835] �������������������������������������� - The Rainbow Ride is a large and mobile cruise ship. It will fly around the level for a while, letting you do battle on it. The Ship itself is the best fighting part of the level. - After a while, it begins to sink. And there are a ton of platforms you have to traverse to get to the ship again. On the platforms to the ship, you shouldn't really be fighting. You should keep moving to stay alive. - Though you might decide to get a couple hits in to defend yourself, the main priority is to stay alive until we come back to the ship. - Try to use smash attacks to the right of the ship, where you might leave them behind somewhat. Every inch you hit them counts. - Since this level is somewhat closerange, you should use some throws to hurt them and then smash attacks to finish enemies off. - If you play with items on, this is a good level to get them. _________________________________________ STAGE STRATEGIES / Temple [836] �������������������������������������� - The Temple is one of the best levels for four player action simply for the room available for you to manuver. You can go at it 1v1 or in one big group and not feel limited. - The right and left side is best for killing other people because of the close proximity to the edge of the screen. - The bottom is where you want to go if you want to live because if you are hit you can roof tech or just bounce harmlessly to the ground. If you are hit to the right ROOF TECH or you can be hit right down. If you are hit to the left there's a chance you'll fly high enough to recover to the edge on the top part. - Peanut butter and jam. - It's possible, though difficult sometimes with Marth especially to make the jump from the top right to the small platform to the left below. This can be a good move if done properly to escape an enemy, but if you miss you will die for sure. _________________________________________ STAGE STRATEGIES / Yoshi's Island [837] �������������������������������������� - Yoshi's Island is like leftovers from Super Mario World plugged together into a combat level. There are flip blocks high and low, and if struck they will spin until they stop. When they spin, they can't be walked on. So avoid them. - Using things like the arrows from Link to knock them out when the enemies are about to use it is smart, then you can get a jump on them. - There is a hill you can fight on, as well as those warp pipes that Mario traversed in his plumbing days. Make sure you don't fall down below the blocks, otherwise you may end up getting stuck as you fly up to the side the spinning one isn't on. Being small can be an advantage because of this. _________________________________________ STAGE STRATEGIES / Big Blue [838] �������������������������������������� - Big Blue is pretty much an endless track of nothing but cars. You will have to pay close attention to where you are stepping, or you will be whipped far to the back. - Stay in the middle of the cars, because the back will usually have you fly to your death with a mediocre hit. Take advantage of the multi-levels of vehicles to try to make some quick escapes from the enemies tailing you, and hopefully they won't make it. - Medium sized characters are perfect, weighing too much means you have a chance of walking off, while too little means you will be blown away. _________________________________________ STAGE STRATEGIES / Green Greens [839] �������������������������������������� - There are three platforms (one big, two small) and a bunch of yellow blocks between the gaps. The Yellow blocks can be destroyed. More will eventually just fall from the sky though. Some yellow blocks have a bomb picture on it, breaking them will cause a mini explosion. - Sometimes you will fall below the blocks. Usually you can destroy them on the way up with your third jump. Other times you may have to go to the outside (if you have a character like Kirby or Jigglypuff) you can go around the platforms and save yourself). - There is also a tree in the middle, which blows air in one direction. Which can move you around. - Sometimes apples will fall out of the tree branches. You can collect them for health, but if they hit you, you take damage. _________________________________________ STAGE STRATEGIES / Jungle Japes [840] �������������������������������������� - The Jungle Japes is a fixed level. It is at Donkey Kong's treehouse (That is on the ground) and you can clearly see Cranky Kong inside the hut, rocking back and forth. Cool. - There is a river that is full of Klaptraps, who will try and jump out and bite you at the river. There are a few horizontal platforms, and one above the other. - This level is an okay level, but can sometimes be annoying. Using spikes in the air can knock down enemies to the bottom. A good way to kill enemies is to aim for the KlapTraps, as they can still swim in the water. - Horizontal smashes should be used on the right side. As you can have more room to hit over there. Jungle Japes is best for the smaller powerhouses. Big ones will take too many hits. While the small ones can avoid being hit while still dealing damage. _________________________________________ STAGE STRATEGIES / Pok�mon Stadium [841] �������������������������������������� - The stage has a few different mini-arenas. It starts as the standard "platform with more above at staggered parts" in most other levels. Then they sink into the ground (like fountain of dreams, only quicker) and a picture behind starts flashing. - It is Water, Grass or Fire. Then the stage will change to a new layout that will suit some, and not others. So this means that it will be a constant change of strategy, and usually all characters will have a point of advantage. So any character will do here. - Remember, control the ground in most of these situations. ________________________________________________________________________________ \ Credits/Closing [FIN] / \____________________________________________________________________________/ - AgostaNeverDies, for the tip about using up taunt with Marth's Final Smash to scare people - flamedtechno, who gave me some advice on the Final Smash. - moseythepirate for giving me some tips on the neutral B move used as a recovery technique. - K. Falkner for informing me that the sword dancing move no longer works as a horizontal recovery move. - A. Greig for informing me that any character over 100% has a different ledge attack, and for a quick correction in the Ganondorf character section. - shadowyams for telling me to add the Ken combo and clarifying something about the Down aerial. - Trunkssummit for telling me that you can counter some Final Smashes - Jay for telling me to use counter as you fall onto an opponent to hit them away. - yoshimitsukiller911 for some more info on counter, Final Smash and some Pit fighting points. - Mahyar Garmsiri for a target test strategy. - adam kirchheiner for telling me you can counter Link/Young Link's Final Smash. Mike Taylor also mentioned this but I got Adam's email first. - mystery man for a small VS. Ike strategy. - Corey DeGidio for a Metaknight tip. - Tha_Stunna for a Dolphin Slash Tip. - OmegaManZX for a tip on the Final Smash. - enrrique92 for helping me fix a typo. - Justin Jajalla for a tip on the down throw. - Rafael Zabala for a combo. - Sonicchao4404 for a combo. - Liam Jacobs for a down throw tip. - Iron_Heron of MGF for a Final Smash tip. - Andrew Harris for a VS. Ike tip. - Stefan Nordstrom for a Yoshi Vs. Marth tip. - rutgersfan1993 for reminding me to mention something with the back air. - PokenerdJ for a counter tip. - David Morey for a VS. Ike tip. - Uberredheadofdoom for a Dolphin Slash tip on dodging Ike's Final Smash. - Lucas755 for a Final Smash tip. - animedragon0 for a 5 tips on special moves. - Gamereaper for sending me information. - kamekio44 for expanding on how to block Link's Final Smash. - Dr. Pain 99 for a counter tip. - Chris L for a tip on fighting Ness. - Yichen5 for correcting me on a Norfair tip. - A special thanks to all my FAQing models, who have inspired me over the years. This includes Lethallink99, A L E X, Super_Slash, PeTeRL90, Crazyreyn and Devin Morgan. Well, thanks for being here for another FAQ. This one will be update more often than most of my other ones, because it is a fun game, that I love more than sex appeal! You know, kind of like that old song. No? Stupid kids these days.. If you have a question, contact me at triplejumpfaqs[at]gmail[dot]com. This document is Copyright (c) 2008-2009 TripleJump. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sites that have my permission to use the FAQ are GameFAQs, Neoseeker, Super Cheats, GamerHelp and any other sites must ask me to use it. If you see it on another site, please contact me. It may also be hosted on affiliates of CNet. To see all of my written works, please visit my contributor profile. You can see it at http://www.gamefaqs.com/features/recognition/38449.html. Don't complain about it. I know some of my files lack completetion, but that's my problem. Not yours. Okay? Good. I hope this one helped you more than ever before. a blast! More will be added if you have something to contribute to it, though it is rather completed right now.