Super Smash Bros. Brawl Final Smash Guide

SUPER SMASH BROS. BRAWL 



FINAL SMASH GUIDE



by GreenMage7



Version 2.0





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1.) Warning



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The warning here is before the Table of Contents, so I put the Table of

Contents within itself because this is before it, so whatever

(redundancy!). I can do that. The warning is that this guide contains

spoilers about the hidden characters and maybe even hidden stages

within the game. Obviously those characters have final smashes so I

included them in this guide. I'm just letting you know now in case you

have not unlocked them and don't want to know who they are.

Considering you are at a site such as this, you probably already know

who they are anyway, but what the hey, I'm a nice guy who dislikes

spoilers I don't want to know, so I figured I'd let you in on it.

Scrolling down any further will let you in on the greatness.



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2.) Table of Contents



1) Warning



2) Table of Contents



3) Introduction



4) FAQ



5) Characters



A. Mario [M1]

B. Link [L1]

C. Kirby [K1]

D. Pikachu [P1]

E. Fox [F1]

F. Samus [S1]

G. Zelda [Z1]

H. Sheik [S2]

I. Bowser [B1]

J. Donkey Kong [D1]

K. Yoshi [Y1]

L. Peach [P2]

M. Ice Climbers [I1]

N. Pit [P3]

O. Wario [W1]

P. Zero Suit Samus [Z2]

Q. Ike [I2]

R. Pokemon Trainer [P4]

S. Diddy Kong [D2]

T. Meta Knight [M2]

U. Snake [S3]

V. Lucas [L2]

W. Sonic [S4]

X. King Dedede [K2]

Y. Olimar & Pikmin [O1]

Z. Ness [N1]

AA. Marth [M3]

BB. Luigi [L3]

CC. Falco [F2]

DD. Captain Falcon [C1]

EE. Lucario [L4]

FF. R.O.B. [R1]

GG. Mr. Game & Watch [M4]

HH. Toon Link [T1]

II. Wolf [W2]

JJ. Jigglypuff [J1]

KK. Ganondorf [G1]



6) Misc./Updates



7) Thanks



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3.) Introduction



My name is GreenMage7...well, that's not really my name but that

doesn't really matter now, does it. This is a guide about the 37

different characters in Brawl's Final Smashes. Hey, so now you know

that. Pretty much anyone can use this guide as long as they give

credit where credit is due, but I mainly made it for GameFAQs because

that's where I go. I don't have any big ASCII picture or anything at

the top because I don't really like them and also don't care to make

them. I'm not affiliated with anyone who made this game or anything

like that, just so you know. I don't really know all the legal stuff

that I should say so hopefully no one cares I made this little guide.

Maybe I can update with better legal stuff later...hmmm...



Also, I'm saying right now that the best site for this game is the

Official Super Smash Bros. Brawl Website:



http://www.SmashBros.com



The Dojo is absolutely fantastic, and if you're even the least bit

interested in the game that's the place to go.



Also, as for credit, I got the names for all of the final smashes from

this website, so they are official (with the exception of Jigglypuff,

Toon Link, and Wolf; who have not been released on the site yet, so I made

those names until the official ones are given, even though Toon Link and

Wolf I am 99% sure are correct considering final smashes).



Make sure you check the thanks sections, where I thank all the great

people who made this game and such. Plus, if you helped me clear up some

things in this guide then that's where you'll be mentioned, too!



Another note about very skilled players and dodging/avoiding final smashes

and such. I understand that many people may be able to dodge a lot of the

final smashes very well, and I don't know how to take that into

consideration that greatly because if I base ratings on it too much, the

average game will get the wrong impression of the final smash and how good

it is. Dodging is a definite factor and I mention it a couple times, but

in general I'm not going to greatly lower a rating by great players

ability to dodge final smashes, especially considering that in really high

level play and tournament play it is my understanding that Final Smashes

will likely be turned off.





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4.) Frequently Asked Questions



1) Who are you?



Answer: I'm GreenMage7. Read the introduction.



2) Why is this guide useful to me?



Answer: It might not be. You might not care, you might figure

everything out yourself, you might not want to be told how things work

or what someone else thinks of them, there are a multitude of reasons.

However, I'm pretty sure it will help someone somewhere and I wanted to

make it so here it is.



3) How do I unlock all the characters?



Answer: That's not what this guide is about, but I suppose it couldn't

hurt for you to know. You can unlock every character in the game by

playing the Adventure Mode "The Subspace Emissary". The Cheats and

Secrets section at GameFAQs will also tell you how to unlock the

characters (Jigglypuff, Toon Link, and Wolf are apparently well-hidden

in that mode), but since you're here I can relay the better

information...



The best way (in my opinion) to unlock every character is to play 450

Vs. Matches and beat the character that unlocks in a battle. This will

get you every character along the way.



*I'm pretty sure this information is accurate. If you want a fast way

to get through 450 Vs. Matches: go to Special Brawl, set damage to

300%, make everyone tiny, turn on super speed, and turn on infinite

curry for everyone. That'll get you through the matches pretty quick,

to the point that the load times will be faster than the matches,

especially if you don't get Hyrule Temple, 75m, or New Pork City.



Some more information from Adam Ahmed:



"In your guide, you mentioned that a fast way to get through 450 VS

matches to unlock all characters is to go to Special Brawl, set damage

to 300%, make everyone tiny, turn on super speed, and turn on infinite

curry for everyone. There's a faster way. Set Stage Choice to Random so

you skip the stage select screen (you didn't mention that), then go to

Special Brawl and enable Stamina, Flower, and Fast. Then, on the

character select screen, set the CPU's HP to 1. The flower will damage

the CPU, ending the match as soon as it starts. All you have to do is

keep pressing start until a challenge match comes up."



4) Okay, there's a Smash Ball on the screen, how do I use it?



Answer: The smash ball floats around the screen randomly. What you

have to do is hit it with any of your attacks. It will take quite a

few hits to get it to absorb into you, and everyone will likely be

battling you for it. The person who gets it will start glowing. In

order to use your final smash you have to hit B (aka The Special Move

Button). Make sure you don't tap a direction while hitting it or you

will do your special move for that control. Just hit B when you're in

the proper position. Let it be known that your opponents may not run

in fear when you get it, because they can knock it out of you and try

to get it themselves again, or just knock you off the field which solves

the problem for them as well. This works both ways, so you'll have to

decide whether you want to be aggressive or make a timely retreat.

Just make sure you remember your opponents are easier targets than the

Smash Ball.



5) Smash Balls are awesome, how do I get them to come out more?



Answer: Well, the best way to do this is to turn off all items except

Smash Balls and Containers, and then set items to High. This will make

Smash Balls pop out quite frequently and make for a hectic and fun

game.



6) What format will you be using for this guide?



Answer: Well, you're about to find that out by scrolling down.

Basically, I'm going to have a bunch of categories and give them a

rating of something out of 5. Then I'm going to add all of those up

and divide them by the number of categories, making an average. That

will be the overall rating, but if you're just looking for a specific

category you can just look at that rating. I'm sure people will have

differences of opinions on some things but this is my guide. I may

change some things later but you never know. If nothing else this will

still give you the practical application of each final smash and how to

use it well. The difference between the overall rating and the without

looks rating is whether or not looks are added in, obviously. If you

don't care about how the final smash looks, just what it does, you go by

the without looks score. Application is the topic that most people will

read this guide for, it tells you how, when, and where to use the said

character's final smash. Everything else is basically fluff.



7) Why just make a final smash guide and not a guide about all the

characters in general?



Answer: Well, firstly it's because I think the final smashes are the

coolest things in the game. Secondly, I'm not good enough with all

characters to make a good enough guide about all of their moves and

such. I'm sure a lot of other nice people will make individual

character guides and probably help you more than me, but I still think

this will be helpful and enjoyable, plus I like having opinions about

things or whatever.



8) I'm not using the GameCube controller, so why are you being a jerk

and telling me to push B?



Answer: Sorry, but I like the GameCube Controller. I just don't want

to say, "Push the Special Move button" because that's harder than

saying push B (what a lame excuse, right?). Whether you're using the

Wii Remote, Wii Remote plus Nunchuck, classic controller, or the

GameCube controller, the way to always activate final smashes will be

to push the Special Move button without a direction, and that is

referred to as push B. For example, on the Wii Remote B is the (1)

button for the purposes of this guide. This is very important to

remember because I'm only going to refer to it as B and on the Wii

Remote there is a B button that's not the same. That B activates your

shield and is located on the bottom of your controller. Please

remember this when I say "push B". *B = Special Move Button*



9) I thought of a good question to ask you that isn't here. You should

answer it and put it in your guide.



Answer: That is not technically a question itself, but I can understand

where you're coming from. You can send that question to

invis_man_007@yahoo.com and I'll see if I can answer it for you. I may

or may not depending on the e-mails I get, and I'm sure some people

will explain how they don't like me or my guide in so many words, so

while I'm sifting through the multitude of those e-mails I might be

able to answer your question or even add it to the guide.



10) What's your e-mail address again?



Answer: invis_man_007@yahoo.com





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5.) Characters



A. Mario [M1]



Final Smash - Mario Finale



What happens? - Mario conjures up a huge firestorm that travels

horizontally and gets larger as it travels. It consumes all enemies in

its path. Mario is invincible while executing the final smash.



Application: Mario has a powerful and well balanced final smash.

Unfortunately, it may not be wise to activate it the second you get it.

You'll have to make sure you line up some enemies and they're caught in

the firestorm. It will be easier for them to jump it the closer they

are to you. It's not that great on stages with multiple levels of

terrain (Hyrule Temple, New Pork City, Spear Pillar), but it's still a

very good final smash and not incredibly difficult to hit. Still,

getting the enemies in front of you can be difficult if they're in your

face trying to smash it out of you, so make sure you're quick about

letting it go and facing the correct direction. Rating: 3.5/5



Power: If you get hit by this thing it can really level you, but it

isn't an instant K.O. However, the longer you are in the firestorm the

more damage it will cause you to take and increase your chances of

getting knocked out. Overall, it's quite strong but you can survive.

Rating: 4/5



Looks: Quite frankly, this move looks pretty awesome. The first time

you see the firestorm you'll be surprised that it came from Mario.

Most people saw it in the first SSB trailer, and it was one of the

things that caused even more excitement for an already highly

anticipated game. 4.5/5



Vs. One Opponent: If you're Mario and you get the Smash Ball, it would

probably be wise to get an extra hit on your opponent to knock them

away, then you can easily line them up and hit them with the finale.

In most cases, it will probably take them out, and if not they'll be

quite close. Pretty good in most cases. Rating: 4/5



Vs. Multiple Opponents: Mario has one of the final smashes that can hit

everyone on the screen if you can line it up. Your opponents will

probably try to knock it out of you if they are near knowing you may

need to line it up. Or they may be able to avoid it while you

concentrate on one person. Just try to get near the edge of the stage

and unleash, and you can probably hit most of your opponents. Rating:

4/5



Overall Rating: 4/5



Without Looks Rating: 3.9/5



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B. Link [L1]



Final Smash - Triforce Slash



What happens? - Link shoots the triforce out of his hand and it

envelops his opponent. He then proceeds to slash them several times

with his sword and lets out one final slash that sends the opponent

careening toward the edge of the screen. Link is invincible while

executing the final smash.



Application: Link's final smash can be a bit tricky. The thing is you

have to line up your opponent directly in front of you horizontally.

Then they have to be hit by the triforce when it shoots out of your

hand, which actually happens very fast. If you can line it up you have

them. The problem is aggressive opponents and even non-aggressive

opponents aren't just going to let you line it up. They'll evade you

and get above/below you (there is slight vertical room for error, but

not much), or try to knock it out of you before you even have a chance.

Also, the triforce you shoot can only go so far so on giant stages you

want to make sure you're close enough to the opponent (they don't have

to be right next to you by any means but they can't be too far away).

Overall, it can be difficult to execute properly. To be fair, you can

actually catch more than one person in this, but it seems like only the

person you hit with the triforce gets the full brunt of the blow, but

it's pretty unwise to get caught up in this if you're not that person

because this still has a good chance of knocking you out. Rating:

1.5/5



Power: Once you get your opponent caught in the triforce slash, they

are in trouble. Your several slashes rack up the damage, and then

final slash is an *almost* guaranteed one-hit KO at that point. The

sheer force of the move makes the set up worth it, because your

opponent(s) are pretty much done if they get caught up in this.

Rating: 4.5/5



Looks: When you land this move, you are going to be impressed. It

looks very well done and even the opponent you catch in it will

appreciate what's happening on the screen. Few moves look this

impressive and again, it's worth the set-up. Rating: 5/5



Vs. One Opponent: This is where the move really shines, all you have to

do is line up your one opponent and then send them flying. Few moves

are as good against a single opponent, and your opponent will be afraid

when they see the smash ball. Still, you have to line it up, but it's

totally doable. Rating: 4.5/5



Vs. Multiple Opponents: The thing is, your opponents are going to gang

up on you and try to hit from all directions except from where you can

hit the move. If you try to land, someone else will probably try to

get behind you and knock the smash ball out of you so they can use it

themselves. To be fair, you can catch more than one opponent in this

and use Link's Up+B to get your opponents away from you, but this isn't

the best environment for Link. Rating: 1.5/5



Overall Rating: 3.4/5



Without Looks Rating: 3/5



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C. Kirby [K1]



Final Smash - Cook Kirby



What happens? - Kirby bangs some pans together to let everyone know

it's dinner time? Enemies are summoned into his pot and put to a nice

simmer. The heat damages enemies and blows them away with intense

heat. Then goodies in the form of items pop out. Needless to say,

Kirby is invincible while executing the final smash.



Application: Kirby's final smash is pretty simple. You hit B and your

enemies go into your pot. It's got decent range but I have seen it

avoided, particularly on large stages. The angle at which brawlers are

grabbed into the pot is similar to an upside-down triangle above the pot,

but enemies who are too close horizontally will still get easily pulled

into the pot and then you'll probably be the only one ready to

grab the items that come out. Random items lying around on the stage will

also be pulled in and transformed into food. If your opponents don't have

much damage they can potentially recover quickly and get the items but you

will have the upper hand. Anyway, easy to land and gets your opponents,

but does have a small range issue. Rating: 4/5



Power: Kirby's final smash isn't really that powerful compared to most

of the other ones. It only does a fair amount of damage and can

potentially knock out all or none of your opponents. It's ok but on

the final smash power level scale it's not very high. Rating: 2/5



Looks: It's going to become a trend that smashes score well here, and

the fact is this looks pretty good. However, it doesn't exactly

inspire the awe of a lot of the other final smashes and is only okay

compared to them. And since that's the bar this scores slightly below

average. Rating: 2.5/5



Vs. One Opponent: Considering the power level and all, this isn't that

great against one opponent. Still, considering the ease of hitting it,

it's still okay and quite serviceable There are a lot of better ones

though. Rating: 2/5



Vs. Multiple Opponents: This move shines quite well here as everyone's

hungry for dinner! Until they find out there on the menu anyway, at

that point it's too late for them though. Grabbing potentially all

opponents on the screen in your final smash and sending them flying is

pretty good, and this is what the move is best at. Odds are you'll grab

them too since they'll probably be close by from failing to grab the

smash ball. Rating: 4.5/5



Overall Rating: 3/5



Without Looks Rating: 3.1/5



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D. Pikachu [P1]



Final Smash - Volt Tackle



What happens? - Pikachu completely envelops himself in a ball of

electricity and starts flying around the screen violently, going straight

through platforms and such on the stage to engage his opponents with

electric power. Obviously, he's invincible in his ball of electricity.



Application: Hit B the second you get the smash ball. Pikachu is

pretty hard to control while encompassed in Volt Tackle, but once you

figure it out you can send your enemies flying, and even possibly get

two KOs on the same person before they can respond. The thing to point out

here is that this move changes depending on whether or not you hold down the

A button. Without it held down, you fly like crazy to rack up a lot of

damage on your opponents while not necessarily sending them flying. Holding

down the A button gives the move slightly better range and has quite a

knockback to it, blasting people the way Sonic's does. Pikachu also slows

down near the end for better control, but this will greatly reduce the power,

and let's you know when Volt Tackle is about to end. Just make sure you're

going to land on something solid before it ends, even though you can still

quick attack afterwards. Rating: 4.5/5



Power: Pikachu will send his opponents flying if they get hit by this

at full speed with the A button held in. Otherwise, he will do a lot of

damage when hitting opponents. Needless to say, only a couple of hits will

KO an opponent who was even at 0% at the start of Volt Tackle. You may

still have to land more than two blows depending on damage, but his move is

quite powerful nevertheless. Rating: 4.5/5



Looks: Pikachu looks pretty awesome bolting around the screen in his

plume of electricity. Your opponents will be frantically avoiding the

glowing ball of death while being mesmerized by it. It's pretty cool,

but it still only uses a very small part of the screen, so it's

deducted some for that. Rating: 3.5/5



Vs. One Opponent: This only gives you one person to concentrate on, so

you can home in on them. Still, it will be easier for them to dodge

than for you to hit, but you move so fast they may not be able to

recover in time if you control it correctly. You might even be able to

get them twice as stated above. Very good either way. Rating: 4/5



Vs. Multiple Opponents: Same as above except there will be more than

one person fleeing in terror. Your opponents may still be fighting

each other trying to grab some KOs in the panic, but either way you'll

be racking some KOs with this even if you have minimal control. Truly

fearsome for a small electric mouse. Rating: 4.5/5



Overall Rating: 4.2/5



Without Looks Rating: 4.4/5



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E. Fox



Final Smash - Landmaster



What happens? - Fox calls to his ship to drop the Landmaster into

combat. Basically, you become the blue Landmaster, becoming invincible

and having a giant cannon on the front. You proceed to rampage in your

tank for decent length of time while your opponents figure out how best

to evade.



Application: Grab the Smash Ball and immediately push B. If you were

almost off the screen (jumping of the edge to try to get the final hit

on the smash ball, which I do frequently), you may have to use the jets

to fly yourself back up. You'll drop down from the top of the screen

in the Landmaster. Getting touched by the Landmaster itself won't harm

your opponents, for example, they can jump on it. However, if you run

directly into them or fall on top of them, you can send them flying.

You can also fire the gun with the attack button. You basically fly as

well by holding the jump button or up after jumping with the control

stick. This can allow you to get KOs off the top of the screen if your

opponents are riding the Landmaster. Alternatively, if you are on the

ground (not a platform as you can still drop through them as if you're

a regular character) you can push down to roll the landmaster and send

travelers flying. The gun can also "fire through the stage", for

example on Corneria you can shoot through the top wing. You can also

still get knocked out while in the Landmaster if you fly too high or

drive off the stage without recovering. Still, the landmaster is very

good and is one of the final smashes that can get multiple KOs on a

single person, but you may not get any as well. Still, it lasts a good

amount of time. Certain stages will make it difficult to navigate

though. Rating: 4.5/5



Power: Well, running into your opponent or falling on them can do

pretty good damage, and the gun is outright scary. The Landmaster is

pretty darn strong, and your opponents certainly won't want to take

shots from your gun. Rating: 4/5



Looks: It looks pretty cool at first and the design of the tank is

great, but it gets old fast and doesn't look too impressive after a

while. The firing of the gun still looks good and all that, but

overall it's not that great. If Falco and Wolf didn't have the same

thing, it would probably actually be higher here. Rating: 2/5



Vs. One Opponent: Only one opponent gives you only one person to

concentrate on, but in some cases can make it easier to evade. Still,

this is very good and your opponent will have to decide whether they

want to try to run or try to use their jumps to harass you from above

(jump on the tank and then jump when you try to roll, get off after you

fly upward), but overall you'll still be in very good position.

Rating: 4/5



Vs. Multiple Opponents: The move is probably better this way because

your opponents will still be going at it while you're in the tank, and

even if they're not, not everyone will be able to evade your wrath.

Just rack up the knock outs before your tank magically disappears.

Rating: 4.5/5



Overall Rating: 3.8/5



Without Looks Rating: 4.2/5



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F. Samus [S1]



Final Smash - Zero Laser



What happens? - Samus releases and intensely powerful beam from her

cannon, horizontally enveloping a portion of the screen about the width

of Samus from head to toe. The beam will cause damage to all enemies

caught within it and send them flying at the conclusion. The beam

overloads her power suit and falls off, leaving her in the Zero Suit.

Samus is invincible while unleashing the beam but not while her armor

is falling. The armor can be thrown after falling off for a nasty

surprise.



Application: This move is very similar to Mario's, except it doesn't

have quite the vertical range, but probably travels further

horizontally, though on most stages that won't matter. You'll have to

make sure your opponents are in front of you and you'll want to be at

the very tip of the platform you're on (or land on) even more so than

with Mario, because you'll be vulnerable right when your power suit

falls off. Still, it's not incredibly difficult to execute and Samus

has some good moves to make some space around her. If you use this in

the air, you will slowly fall, and the beam does to get slightly wider

vertically when used this way, but it might just be a trick of the

eyes. You can also aim the Zero Laser slightly by tilting up or down on

the control stick. It's important to remember that this will turn you

into Zero Suit Samus, which might be problem if you're not used to

controlling that type of character...so that takes a slight bit away from

this move for a change that you may not want. Rating: 3/5



Power: This move is very bad for you if you're caught in the beam, and

will probably take out you and anyone else around there. It's not an

instant KO but the closer you are to the edge of the screen the worse

this is for your opponent. Pretty strong. Rating: 4.5/5



Looks: This looks amazing, from the immense power beam right down to

the part where her armor overloads and falls off. Everything is well

done and it is a great sight to see. Rating: 5/5



Vs. One Opponent: Just make sure you're facing the right direction and

don't let them get behind you. This isn't too tough with only one

opponent and the move is absolutely devastating. Rating: 4.5/5



Vs. Multiple Opponents: This can catch your opponents quite well, but

if just one of them gets behind you, and that's very possible

considering you don't want the smash ball to get knocked out of you, an

opponent who can time things well can hit you with a fully charged

smash attack from behind and there won't be much you can do about it,

plus they can get more hits out of it by throwing your own armor at

you. Still, you can take out all of your opponents with this move, but

it's still a little more dangerous than Mario's. Rating: 3.5/5



Overall Rating: 4.1/5



Without Looks Rating: 3.9/5



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G. Zelda [Z1]



Final Smash - Light Arrow



What happens? - Zelda pulls out a giant bow and fires the Light Arrow,

piercing everything horizontally in the path and sending them flying.

Zelda is invincible while unleashing the Light Arrow.



Application: You have to exactly line up this move. It can be jumped

and avoided, and if your opponents can try to smash you while you

attempt to line them up, plus having the smash ball absorbed into you

takes away your ability to use Nayru's Love, which would be a good

defense to set up the move. Still, with its piercing nature, your

opponents may not be near you, giving you a chance to line them up,

and the arrow moves FAST, so even if your opponent is way across the

screen, once they're lined up they're going to be pierced, and they're

going to travel. Your opponents will travel at about a 45-degree or

50-degree angle after being hit. Takes some set-up but is fast acting.

Rating: 2.5/5



Power: If you get hit with this, you're in a lot of trouble. It's quite

potent and can KO pretty much anyone once they hit around 30% or 40%

damage, which is probably what they took trying to get the smash ball.

Depending on the stage you're playing on, the angle between Sheik's and

Zelda's could make a difference, but since you almost definitely won't

have time to change it can't really affect this. Rating: 4.5/5



Looks: Not much to the looks, you're shooting an arrow. The bow

design is cool and this does get adding points for freeze-framing the

screen on each and every person that gets pierced, which is very cool

because you get to see how they look as they're getting hit. That's

where most of these points come in. Rating: 3.5/5



Vs. One Opponent: Much like Samus and Mario, you line up your opponent

and they're done. It can be very difficult for them to get out of this

path, but since there's almost no vertical width to the move it can

still be avoided. However, since there's only one target you can nail

them with good timing. Rating: 3.5/5



Vs. Multiple Opponents: Same as Samus and Mario again, except without

Samus's downside of getting nailed. It shouldn't rate as high as

Mario's because of the lack of vertical range, however, the sheer power

of the move and the piercing effect puts it up there. Rating: 4/5



Overall Rating: 3.6/5



Without Looks Rating: 3.7/5



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H. Sheik [S2]



Final Smash - Light Arrow



What happens? - Sheik pulls out a giant bow and fires the Light Arrow,

piercing everything horizontally in the path and sending them flying.

Sheik is invincible while unleashing the Light Arrow.



Application: Okay, for characters that have the same or almost same

final smash, I wasn't sure what to do, because this is almost the exact

same as Zelda's. Well, I decided to give them their own entry because

the characters play differently enough to have their own entry (because

I think of them as different characters in my head), but there's not

going to be much here except see Zelda and an explanation of the

differences. The only difference in application here is the angle at

which the characters fly from this move. With Zelda's it was 45/50-

degrees, whereas with Sheik they fly at a 5-degree angle, almost

straight horizontally in other words. You may want to take the stage

into consideration for this. Rating: 2.5/5



Power: See Zelda. Pretty awesome damage. Rating: 4.5/5



Looks: See Zelda. Same freeze frames and everything. 3.5/5



Vs. One Opponent: See Zelda. 3.5/5



Vs. Multiple Opponents: See Zelda. 4/5



Overall Rating: 3.6/5



Without Looks Rating: 3.7/5



--------------------------------------------------



I. Bowser [B1]



Final Smash - Giga Bowser



What happens? - Bowser grows immensely in size and looks even more

fearsome than before. Absolutely incapable of flinching from the other

puny fighters, he wreaks unquestioned havoc upon them while they simply

try to avoid his path of destruction. While Bowser can take damage in

this form, it's most wise to avoid him.



Application: The second you get the should Smash Ball you should

trigger the transformation. You control the same as regular Bowser

except now you're huge and don't flinch, plus you have an immense

damage increase. You can take out multiple people with a single swipe

and can get multiple KOs on a single person if you're good enough.

Your opponents can actually needle you with damage while you're in this

form, but they won't be able to knock you out or anything since you

don't flinch. Take out anyone who gets close and chase them with shell

and flame. This would be an easy max rating if you were fully

invincible, but this is still amazing regardless. Also, it might be

good to remember that Bowser's down smash now has a frigid aura about

it in this form, it'll freeze opponents caught in its wake! Use this

to your advantage. Don't forget that his forward smash at the right

distance can nail edge-hangers as well. This doesn't get a 5 because it

doesn't last as long as you would hope. Rating: 4.5/5



Power: All of your regular moves do significant damage and you can

even just charge things like your up and down smashes on helpless

opponents and watch them fly. Your opponents may be able to avoid you

but if they can't you can absolutely destroy them. Still, it doesn't

have the power of moves like Triforce Slash and Zero Laser so it's hard

to give it a 4 or higher, but still better than average. Rating: 3.5/5



Looks: If you played Melee and got to the final event or even just

beat Adventure on Normal or higher, you what this is all about. Bowser

looks absolutely terrifying and he can completely tear through things

and leave the stage in his wake. It doesn't necessarily look as

impressive as Mario Finale or anything (Mario's always got 1up on

Bowser...sorry, but I get to have my bad jokes every once in a while),

but it has its own great charm. Rating: 4/5



Vs. One Opponent: You're Giga Bowser and they can't do much run. With

nothing else to concentrate on, they probably won't be able to needle

you with projectiles or anything either. Just go after them and start

tearing them up. Rating: 4.5/5



Vs. Multiple Opponents: Just more puny fighters for you to smash.

Even if they to target you from afar you'll still be able to make it to

them and destroy them. You'll take some extra damage, but you'll wrack

up KOs as you smash your way through them. Worse than against one

opponent, but still good, if it just lasted a little longer it would be

up there. Rating: 3.5/5



Overall Rating: 4/5



Without Looks Rating: 4/5



--------------------------------------------------



J. Donkey Kong [D1]



Final Smash - Konga Beat



What happens? - Donkey Kong pulls out his Bongo Drums. He starts

playing a rhythmic, catchy beat the pulls in all nearby enemies as

forces them to bounce around in the music. DK will be invincible while

playing his catchy tune, but it's not like you could get through his

mesmerizing beat anyway!



Application: Well, once you grab the smash ball you can just hit B

pretty much anywhere and you'll be grooving to the beat. Still,

there's always going to be one area of the stage that's probably the

best place to hit it, but in general the best place to hit it is

wherever your opponents are, because if you time the beat correctly

they will not be able to escape. On that note, after activating the

final smash, it's better to time the beat and keep your opponents

trapped in the music so you can do maximum damage (This sentence was all I

had about it in the original guide, but it became obvious in e-mails that

I needed to say it more clearly. You tap A in time with the beat so you

can do more damage and keep opponents locked in the music longer. This is

important to remember when rocking out with DK). If you are good enough

at timing the beat in the aforementioned manner, DK will occasionally clap

with the beat, causing decent knockback with some KO potential. Still

hard to execute but you might need to get used to that catchy tune.

Still, moving stages are not your friend at all so that takes some points

away from this, but I suppose it also grabs the people caught in the

beat... Rating: 3/5



Power: Okay, this move racks up a lot of damage, and if you can figure

out how to correctly time the beat (I had a lot of trouble with it, but

then again it took me quite a while to get good at Rock Band too), you'll

get that hand-clapping knock-back with some decent power. This still

doesn't rack up there with the power-packed single hit final smashes, but

it's decent enough and the amount of damage if the opponents are caught

long enough is considerable. Rating: 2.5/5



Looks: The beat gets included here, so that's a bonus. Plus, it's

cool to see Donkey Kong knocking people around while rocking out. Your

opponents must be sad that they're fighting a quick, powerful monkey

and getting tossed about by musical notes. Rating: 4/5



Vs. One Opponent: Well, you only have to get one person in the tune so

that's not to difficult, but it might be easier for them to escape if

you miss a beat so it's tough to rate this one. It's alright but again

everything else plays into this so it's hard to say. Probably low end

compared to all the other final smashes. Rating: 2.5/5



Vs. Multiple Opponents: The move is better against multiple opponents

actually because you can knock them all around and into each other, and

if people aren't in your beat your opponents will probably try to knock

them into it since your move doesn't KO but racks up some damage.

Still, not being able to instantly wipe out everyone on screen is kind

of a downer, so it's still not that great. Rating: 3/5



Overall Rating: 3/5



Without Looks Rating: 2.7/5



--------------------------------------------------



K. Yoshi [Y1]



Final Smash - Super Dragon



What happens? - Yoshi grows tremendous angelic wings and becomes

invincible. He can now breathe fire and shoot fireballs, taking out

anyone in his path! Up, down, to the side, under the stage, in the

air, there's nowhere to hide from the Super Dragon Yoshi!



Application: Just grab the smash ball and hit that button. Nothing to

line up beforehand because you can do it anywhere with your tremendous

movement. Tapping the attack button afterwards will shoot out fireballs

that pack quite a punch, but you can also directly breath fire every once

and a while if you don't hit non-jump buttons, but this probably isn't the

optimal option (considering he stops the jet stream and restarts it at

intervals). If you're up against opponents who are good at dodging, this

is a wise strategy as you might be able to catch them for some damage and

then nail them with a fireball. It also seems that Yoshi's flapping wings

can also do damage, so add that to your strategy. Either way, you can get

several KOs as the super dragon and your opponents will be waiting a while

for this thing to end. You can follow their flaming bodies all over the

screen by flying with your control stick (jumps seem to help some, they

don't end until the smash does.) Not hard to control either, this is the

great. Rating: 4.5/5



Power: As stated, his fireballs pack a punch and the jet stream of

fire can rack up the damage. You'll send people flying like crazy.

It's not the absolute most powerful move, but considering you can hit

with several fireballs, that racks up and adds to it. If you're good

enough you should take out opponents regardless of previous damage.

Rating: 4.5/5



Looks: The way Yoshi glows is sweet, and the wings look amazing. The

fire also has a sort of holy glow that just looks luminous. You almost

look majestic flying around the screen, which is weird because that

isn't what I think of when I usually think of Yoshi. This

transformation is great. Rating: 4.5/5



Vs. One Opponent: They will be running like crazy from you, but there

isn't really anywhere to run (except on the Pictochat stage and even

then only if they're lucky). Only one guy to focus your fireballs on,

and when they respawn they'll just be waiting to get hit some more.

Bad news for them either way. Rating: 4.5/5



Vs. Multiple Opponents: There's just nowhere to run, and what's worse

is that your opponents will help Yoshi take you out if it's a stock

match. Yoshi can just take out everyone and then take them out some

more. Not quite as good as just focusing on one person, but this more

than gets the job done. Rating: 4/5



Overall Rating: 4.4/5



Without Looks Rating: 4.4/5



--------------------------------------------------



L. Peach [P2]



Final Smash - Peach Blossom



What happens? - Peach starts to dance, and there's a different music

for the activation! Peach frames the screen, and suddenly everyone is

put to sleep. Actual peaches litter the screen ready to be eaten for

health recovery. Peach is invincible during the activation and

everyone's asleep after it so they aren't going to hit you while you're

launching them or eating peaches!



Application: Okay, all you really have to do here, like so many other

final smashes (which makes them good) is hit B. The dance will

activate and everyone on the ground will take a snooze. Enemies in close

enough proximity to Peach will also take damage, around 20% for being

mildly close, but if you're close enough to dance with her you'll take

about 40% (must have two left feet). Opponents in the air won't fall

asleep, but they'll have a hard time doing that considering they lose

control of their character when Peach starts dancing (meaning they'll have

to be in the air considerably high when the smash actually activates).

Now you have options. You can send your opponents for a ride with fully-

charged smash attacks, or you can grab a quick snack with the peaches and

keep yourself alive. The choice you make could be different depending on

whether you're playing stock or time (you may prefer to heal yourself in

stock whereas sending people flying is the better option in time). They

actually stay asleep long enough that you may be able to do both, but

that's a risk you're going to want to weigh. On moving stages, this is

absolutely deadly though. There's a very high probability that you

will take out all of your opponents without even having to touch them.

Take that into consideration if you're taking turns picking stages or

something. Either way, this is pretty easy to execute and obvious to

use. Rating: 4/5



Power: There is no real power. You can do damage if the opponent is

close enough, but you don't send people towards a knockout without

actually executing your other moves, which aren't all that powerful. You

put them to sleep and get to eat peaches. I guess you can count the

peaches as healing power (around 5% per Peach)...and the smash gives you

the opportunity for powerful moves...I guess I won't give this a zero, but

it's the closest thing to it. Rating: 0.5/5



Looks: If you played Super Princess Peach then you know what the frame

is all about. The music is a nice little tune which I believe is from

that game, and the screen homes in on Peach for her little dance. It's

also pretty cool to see the screen litter with peaches while your

opponents have snooze bubbles. I can't give it as high a rating as the

more visually appealing moves but it's pretty cool anyway. Rating: 3.5/5



Vs. One Opponent: A very good situation, as you have the possibility

of fully healing yourself and getting a knockout without having to

worry too much about the clock. Just don't mess up your charged smash

attack or you definitely won't get the desired effect. Rating: 4.5/5



Vs. Multiple Opponents: Still pretty good, you can heal yourself and

possibly get more than one knockout, unless you're on a moving screen

where this would be an easy 5 (the combination of knocking out all

opponents plus healing yourself). Opponents who were in the air when you

unleashed this won't be asleep, but they will probably go for easy

pickings or the peaches, whereas you'll get the other and still you're

your opponents taken out. Either way, this is still good. Rating: 4/5



Overall Rating: 3.3/5



Without Looks Rating: 3.3/5



--------------------------------------------------



M. Ice Climbers [I1]



Final Smash - Iceberg



What happens? - High Five! The Ice Climbers summon a giant Iceberg to

encompass most of the screen. Enemies touching the iceberg will take

constant damage, will be unable to move correctly, and have a

possibility of being turned into a block of ice. The Ice Climbers can

handle the cold, but will still have a little trouble traversing the

iceberg. The Ice Climbers can be hurt by opponents while the iceberg

is up, but it is unlikely your opponents will find the opportunity.



Application: Grab the smash ball and you can just hit B pretty much

anywhere. You can use this move even if Nana has already been knocked

out, you just won't get to high five (see, everything's worse without

Nana). The part that's actually worse without Nana is that (unless

there are available platforms) you probably won't be able to get over

the tip of the iceberg to smash your opponents with your hammers (with

Nana you can get up-draft on the side-B or Belay over it with the up-

B). Either way, you should be trying to hammer your opponents and not

just be lazy and let the iceberg do all the work, especially since your

opponents will be using all of the jumps at their disposal to avoid the

ice (and most third jumps cause your opponent to be entirely vulnerable

after using it). Either way, this is easy to use and understand, but

you can still technically be hurt during this, just not by the iceberg.

Rating: 4/5



Power: The iceberg can rack up a lot of damage fairly quickly, and

when your opponents get frozen they get jettisoned from the iceberg

(I've never seen it strong enough for a KO in and of itself but it's a

possibility...), and since you can smash your opponents with your

hammers while they're getting beat up by a giant block of ice that's

something. It's hard to give this an amazing rating but it's decent.

Rating: 3/5



Looks: The Ice Climbers final smash encompasses the stage, completely

changing it. It looks alright and I'm adding half a point for the high

five, but if you only have Popo then just remember you lose that half

point. Rating: 3.5/5



Vs. One Opponent: Pretty simply this will damage them pretty well and

you only have that one person to concentrate on with your dual hammers

of doom (unless you don't have Nana, and shame on you if you don't), so

it's pretty good. Still you may have trouble hitting them (the iceberg

probably won't, but you might) so this is okay. Rating: 4/5



Vs. Multiple Opponents: I can't find a reason to not give this the

same rating as against one opponent. There are more people to

concentrate on, but then again there are more people who take damage

and in matches they'll almost definitely still be trying to take each

other out (even better for you in stock) and they are all still taking

tremendous damage. So same rating there. Rating: 4/5



Overall Rating: 3.7/5



Without Looks Rating: 3.8/5



--------------------------------------------------



N. Pit [P3]



Final Smash - Palutena's Army



What happens? - Pit calls to the heavens to summon the army of a

goddess. Palutena answers the call, manifesting herself as a large

deity in the background and sending in winged troops for battle. They

attack Pit's opponents and send them for a ride. Pit is invulnerable

during the summoning but can still be attacked normally while the army

is attacking.



Application: Recurring theme lately, hit B wherever you grab the smash

ball since you don't have to line up anything. The army attacks and

sends your opponents flying. Despite the fact that this seems the type

of final smash that could get multiple KOs on a single opponent, that

is very unlikely. As mentioned before, you can be attacked regularly

during this, and it's actually more likely that you will with this one

than say Ice Climbers. On the other hand, you can tear people up

during this as well and since these guys actually have a good chance of

knocking people out themselves that's an added bonus for you, so I'll

give this the same score as the duo. Rating: 4/5



Power: It'll most likely take the guys quite a few hits to take

someone out and even then they might not be able to do it, and this

smash doesn't rack up the damage anywhere near iceberg, even though the

individual hits do send people sideways. Pit himself also isn't as

powerful as the Ice Climbers (few people can compare with TWO hammers

after all) and several times I've seen this not KO anyone in a four

person match. Still, in the right hands it has potential and Pit is a

very good character. Rating: 2/5



Looks: If you've played this game then you probably know that Pit is

annoying. I don't know if it's that way for everyone but I can't stand

to hear him talk. Oh well. The giant Palutena in the background is

what gives this almost all of its points here because here army

visually looks like a bunch of wimps. So pretty much the giant

Palutena is worth 3 points and the rest of the final smash is -1 so

we'll give it... Rating: 2/5



Vs. One Opponent: The entire army now has to home in on only one

person, so...yeah, this is where the move is best. You actually have a

great chance of knocking them out and getting some bonus damage on them

after they get back. I suppose if you're really, really good you could

get 2 KOs with this but I doubt it. Anyway, the move shines here.

Rating: 4/5



Vs. Multiple Opponents: Despite this being a final smash that "hits"

everyone, there's a decent chance you won't get to knock anyone out.

The optimal situation most of the time is they dodge one of the guys,

you smash them as they come out of it and then they get hit and knocked

out by another guy. On a small stage this move is better (that's the

way it is with almost all final smashes though). It's decent but

doesn't compare with many others. Rating: 2.5/5



Overall Rating: 2.9/5



Without Looks Rating: 3.1/5



--------------------------------------------------



O. Wario [W1]



Final Smash - Wario-Man



What happens? - Transformation! Wario becomes Wario-Man, and all he

has to do is eat some garlic! The mask! The tights! The cape! Is

that flying or something else?! Is he laser gun proof?!

Punches...they do nothing! The power! Wario-Man is here to save the

day! At least his day is better!!!



Application: Pop that garlic in pretty much anywhere you want, though

being on or above solid ground isn't a bad idea. Basically, you

control Wario-Man just as you would control Wario. He has mostly the

same special moves with some spiffy new features. Your smash attacks

are more powerful and have better range. You also rule the sky because

you can basically fly by using your moves in the air. This pretty much

gives you an infinite aerial combo while invincible, so you really are

quite fearsome. Your opponents attack will pretty much do nothing so

they're going to be running away from you. A special note about his

motorcycle move...it's really, really fast now. So fast that you'll

likely take yourself out (you're still KO'd if you go off the screen, just

like everyone else). You the longer horizontal stages or if there are

walls, you can still use it if you want to, but it's not advisable. And

just don't use it in the air ever, or you'll be in for a nasty surprise.

Anyway, you know the drill here. Rating: 4/5



Power: Since this is a buff move, the power comes from how much more

powerful it makes you. The difference to all your moves is pretty

considerable, but it's not Landmaster level. I'd say his regular smash

attack's power moves up to about Ike's (or slightly higher) regular

smash attack's power except for the fact that it's faster and your

opponent can't hurt you while you're smashing them. Which is actually

pretty significant power. I'll give this a point lower than Fox's

Landmaster. Rating: 3.5/5



Looks: He's Wario-Man. Okay, the move is not visually impressive at

all, but he's freaking Wario-Man. Seriously, if you look close enough

you can see the smileys on his tights. Nowhere near as impressive most

final smashes but I'm putting him higher than Pit. Rating: 2.5/5



Vs. One Opponent: Basic for this type of final smash, only one person

to concentrate on so better for you. Still, since you move like a

regular character a skilled opponent will just run like crazy from you

and maybe even get away, unlike Giga Bowser where you take up so much

of the screen they can't really run away. It's good but there's

better. Rating: 3/5



Vs. Multiple Opponents: The final smash is technically worse, but to be

fair most people won't just stop attacking the non-Wario-Man characters

just so they can escape, so you may actually have a better shot at

knocking some people out. So I guess this should get almost the same

score. Rating: 2.5/5



Overall Rating: 3.1/5



Without Looks Rating: 3.3/5



--------------------------------------------------



P. Zero Suit Samus [Z2]



Final Smash - Power Suit Samus



What happens? - Energy surrounds Samus and she starts to spin. All

enemies in the immediate vicinity get sucked into the vortex and Samus

is suddenly decked out in her power suit. The vortex damages enemies

and sends them flying at the finish.



Application: This one's tough to rate. You're going to want to be on or

above something solid (probably). No matter what, activation will change

you into Power Suit Samus so that's something you'll want to consider, and

it will happen whether or not you hit someone. The radius of getting

someone isn't very big, but they don't have to be directly next to you.

They just have to be *close* to directly next to you. It doesn't even

have the range or Link's, but to be fair it sucks from all directions

and if everyone was around you trying to also get the smash ball you

might still be able to get them all, plus even if opponents don't get

sucked in they can still get damaged from some of the electricity. Still,

transforming into your Power Suit might actually be what you don't want to

happen (considering how differently they play, I myself actually prefer

Zero Suit Samus because I like faster characters). You can technically

taunt out of the Power Suit but it is very hard to do. Anyway... Rating:

1.5/5



Power: This move is alright in power but it's definitely not going to

KO an opponent who's at 0% or close to it. However, it does put some

damage on them (probably around 25%) and if they've already taken some

hits (likely) you have a fairly decent shot at KOing them. Rating: 3/5



Looks: Samus spins people into the vortex and then has her power suit

on. There's not much to it and really doesn't look that impressive

either. So...I don't know...how about...I guess the glowing and

spinning is worth a point, considering I know a person who's amused by

something as simple as the colors on Olimar's down-B. Rating: 1/5



Vs. One Opponent: Get near them and hit B. If they try to hit it out

of you they shouldn't have the chance because the radius is big enough

that they shouldn't get the hit in if they're in range to get sucked

in. So just try to get near them and hit this. It's doubtful they'll

be able to dodge it if you get on top of them but they still might be

able to. The vortex lasts longer than the dodge which is the reason

they shouldn't be able to. Rating: 4/5



Vs. Multiple Opponents: Considerably worse unless they were all

gathered around you to begin with, but even if they were the range is

small enough that even if they're close they still might not be close

enough. Basically, pick the opponent you think you can actually knock

out with the move unless another one is just closer and easier to hit.

Rating: 1.5/5



Overall Rating: 2.2/5



Without Looks Rating: 2.5/5



--------------------------------------------------



Q. Ike [P2]



Final Smash - Great Aether



What happens? - Ike swings his sword in a great flaming arc. Ike and

anyone caught in the swing are taken immediately to the top middle of

the screen wear he slashes his victims several times with his flaming

sword, ending in one final down slash that slams his opponents to the

ground and subsequently sends them flying from the impact. Ike is

invincible while executing Great Aether.



Application: This is another of those that you have to get your

opponents near you to hit. In all fairness, Ike's sword is large so

you get a fair arc, but it doesn't go completely around you. If you

don't hit anyone, nothing happens of course. It's slightly easier to

hit with Link's in some situation, maybe harder in others, so it get's

about the same rating as him and Zero Suit Samus. Rating: 1.5/5



Power: Racks up damage and then has the big slam at the end. It

doesn't send people flying as well as Link's but racks up more damage,

especially when you compare the effect on multiple opponents. Either

way, you can probably take your opponents out with this move not

counting a really high ceiling. Quite strong considering the amount of

damage it also adds. Rating: 4.5/5



Looks: This move looks great. The first slash taking your opponent to

the top and then the repeated fiery slashes, combined with final slam

and explosion, it looks absolutely fantastic. I haven't heard of

anyone not liking this one, it just looks great. Rating: 5/5



Vs. One Opponent: Moves like this are great against just one opponent,

target them and take them out. They'll be fully caught in all the

slashes and the final slam. This is what the move is for. Rating:

4.5/5



Vs. Multiple Opponents: Try to catch as many as you can, you'll keep

everyone you hit in this entire time (which isn't true for Link's), but

still, you're probably not going to get more than one person. Slightly

better than Link's against multiple opponents but not much. Rating:

2/5



Overall Rating: 3.5/5



Without Looks Rating: 3.1/5



--------------------------------------------------



R. Pokemon Trainer [P4]



Final Smash - Triple Finish



What happens? - Squirtle, Ivysaur, and Charizard all pop out for one

great blow. Fire Blast, Solar Beam, and Hydro Pump all come out at the

same time in a great line of power. Traditional Pokemon text will

flash across the bottom of the screen, just let you know it's Super

Effective. The Pokemon are invincible while executing the triple

finish.



Application: Luckily, I don't have to write something separate for the

three Pokemon because unlike the Landmasters, Triforce slashes, and

Light Arrow, there is absolutely no difference regardless of who grabs

this one. Anyway, the beam of elements travels all the way across the

screen, but it's even smaller vertically than the Zero Laser. It's

larger very close to the Pokemon, where the blast originates, causing that

area to have significantly more power. So try to get near the edge of the

stage and unleash, it's better for you when there's only one good place to

stand. Still, since you hit people in a line and it's not as wide as

similar moves, it's a little lower, but not incredibly difficult to hit.

Rating: 3/5



Power: For being Super Effective, this move just is not as powerful as

I thought it would be. It's most powerful near the Pokemon, seemingly

becoming less effective the further the opponent is away. Also, is

seems possible to get out of the beam if you're opponent is only hit by

the edge of it. It's decent but not as good as expected. Rating: 3/5



Looks: This is pretty cool, you see the Pokemon lined up according to

height and unleashing their moves. Ivysaur's Solar Beam seems to be

the central part of the attack, surrounded by Squirtle's Hydro Pump and

Charizard's Fire Blast. It almost looks like an explosion at the

beginning, and quite simple this looks cool. Rating: 4.5/5



Vs. One Opponent: Just do your best to get them lined up in the beam.

It's not a bad idea to try and get them near the Pokemon when you hit

for the extra power. Still, this can be jumped and all that so it's

only average. Rating: 3/5



Vs. Multiple Opponents: Surprisingly, this is just about the same as

against one person. Try the same things. You can hit multiple

opponents but they can all jump it as well. They might not even attack

each other because it doesn't last all that long and their three

jumps may or may not protect them. Still, if you catch them you've at

least got something. This is the pinnacle of an average final smash.

Rating: 3/5



Overall Rating: 3.3/5



Without Looks Rating: 3/5



--------------------------------------------------



S. Diddy Kong [D2]



Final Smash - Rocketbarrel Barrage



What happens? - Diddy Kong uses the jungle technology available to him

to the fullest. He pulls out his peanut popgun...wait, he has two! He

pulls them out and activates his rocket barrel boost...constantly!

It's like a jetpack. He starts wildly firing his peanuts while

rocketing around the screen! Diddy is invincible during his wild final

smash.



Application: Okay, you can pretty much hit B anywhere because you have

a jetpack, but it's a lot smarter to do it over land, because you don't

technically move up. You control it completely by tilting right and

left, though tilting up gives you a little more control upwards, but

doesn't help you as much when trying to aim. You fire the peanuts by

attacking with either button. He fires pretty fast and it's relatively

powerful, but Diddy is quite hard to control like this. And if you get

stuck under the stage, you it actually takes a while to maneuver back

around because of the controls. You fire straight down so you aim

completely by steering, which can be problematic. You can get some KOs

this way, but if you can't control it very well you might get none or even

take yourself out. Still, the move is okay once you get it down and it's

easy to start up, so it's okay. Rating: 3.5/5



Power: The peanuts pack a pretty fair punch, but you still likely have

to connect with several of them, which is powerful. The jetpack itself

does damage as well if your opponent gets too close, so that's

something to remember. This really isn't Super Dragon or anything but

the power is okay. Rating: 3.5/5



Looks: Diddy Kong flying around with barrel jetpacks dual-wielding

peanut popguns? As crazy as it sounds, that's exactly what happens on

screen. If your opponents actually think about what's taking them out

that makes it even better than it actually is. Rating: 3.5/5



Vs. One Opponent: Only one person to concentrate on...which might

actually hurt this one. It's pretty hard to get this to aim correctly

and all that, and an agile opponent might be able to avoid you while

you fly around unwieldy. With enough control you can take them to town

but it's pretty tough. Rating: 3/5



Vs. Multiple Opponents: The move is probably better here as you're crazy

firing is more likely to actually land against someone. Plus, people

will probably knock each other around right into your path of

destruction so bonus for you. Who knows, the lack of control may even

cause you to hit someone you didn't even think you could. Rating: 4/5



Overall Rating: 3.5/5



Without Looks Rating: 3.5/5



--------------------------------------------------



T. Meta Knight [M2]



Final Smash - Galaxia Darkness



What happens? - Meta Knight grabs his cape and whirls it around

himself. If anyone is even remotely touched by the cape, the entire

stage is engulfed in darkness for a second. Anyone caught in this is

then immediately slashed through the darkness for a great hit. Meta

Knight is invincible for the short time he swings his cape.



Application: You've got to hit someone with your cape. Otherwise,

you'll have done nothing but look cool. The screen won't go dark or

anything unless you actually land with the cape. Once you do, anyone

caught is hit with the slash, even if they were caught in the small

area of the cape below and behind you. It also seems that people can

be knocked into the slash after the initial fling of the cape, but the

timing has to be spot on for that to happen and don't count on it

happen, and it can't even happen unless you got someone in the first

place. The cape extends a pretty good amount in front of you and even

above, below and behind you there's a little bit. Overall, it's not

the worst but make sure you land it. Rating: 2/5



Power: There's no racked up damage or anything, it's just the big

slash. It won't knock out opponents with too low damage, but it will

still do it at decent damage levels. I'd say the slash is about as

powerful as the final slash in Link's, except that everyone in the cape

gets hit with that whereas extra people caught in Link's seem to be

able to avoid that final hit. So the power is pretty good but not as

strong as the cool darkness thing would lead you to believe. Rating:

3.5/5



Looks: Meta Knight looks darn good flinging his cape out there, and

considering he blacks out the entire screen afterwards, it's pretty

hard for him to be more awesome while doing this move. Rating: 4/5



Vs. One Opponent: Standard drill here, just get them in your cape, and

don't forget about the room for error slightly above, below, and behind

you. The cape extends further in front of you than your opponent might

initially expect, so do everything you can to get them. Rating: 4/5



Vs. Multiple Opponents: Everyone caught in the cape gets the full

brunt of the slash, no exceptions. Obviously anyone not there doesn't

get touched, but that's a given for this type of move. Easier to catch

multiple opponents than several similar moves, with the added range in

front of you and all. Rating: 2.5/5



Overall Rating: 3.2/5



Without Looks Rating: 3/5



--------------------------------------------------



U. Snake [S3]



Final Smash - Grenade Launcher



What happens? - Show Time! Snake sends in the call and gets taken up

by helicopter, suspended from a ladder. You then seem him in front of

the screen and he has, yes, a grenade launcher! Everyone can see the

targeting reticule on the screen which Snake uses to aim 6 grenades at

his opponents. Then he...reloads?! 6 more grenades for your opponents

to run in terror from. At the end he's lowered back down to the Brawl.

Needless to say, Snake can't be touched during his final smash.



Application: Doesn't matter where you are, the helicopter will bring

you up in front of the screen, so you know the drill with this type of

final smash. The only thing is you actually have to aim here, so I

hope you know how. There's standard controls here A/B is fire, up is

up, down is down, left is left, and right is right. Why wouldn't it be

that way? Well, some people like aiming with an inverted axis but

that's not the case here, so keep that in mind. Basically aim and the

explosion will send people up, then you can juggle them all the way to

the KO. You can get multiple KOs on a single person this way as well.

If you wait to long to fire the game will auto-fire for you. You

definitely have time to aim but don't take too much time. Also, don't

forget after 6 shots you have to reload, so keep that in mind if

juggling someone toward a KO. Easy to activate and not to hard to aim,

this is good. Rating: 4.5/5



Power: The grenades themselves are fairly powerful, each one is

probably slightly more powerful than Power Suit Samus's smash missiles,

slightly less powerful than a Bob-Omb. The damage can rack up from

these things if you get multiple hits, and if you opponent has enough

damage (or are high enough on the screen) it may only take one to take

them out. This is a pretty powerful final smash. Rating: 4/5



Looks: This is exactly what to expect from Snake. He gets air

support, he has a grenade launcher with a targeter, it's hard to ask

for more than this for a character like this. Everything is pretty

much spot on except for the fact you don't have to worry about return

fire...which is even better for you! Rating: 4.5/5



Vs. One Opponent: Only one person for 12 grenades? Bad news for them.

It's very possible to get 2 KOs on that person with this, and if they

don't dodge them and you're really good you could even get 3, but any

opponent like that you could probably beat without the final smash

anyway, so whatever. Still, very good. Rating: 4.5/5



Vs. Multiple Opponents: Even if you have 3 other opponents, this is

still 4 grenades per person, which should be enough to take them out if

you're good enough. Or you could just go after that one guy/girl who

has trouble avoiding them and hope others get caught in the explosions.

Again, still quite good. Rating: 4/5



Overall Rating: 4.3/5



Without Looks Rating: 4.3/5



--------------------------------------------------



V. Lucas [L2]



Final Smash - PK Starstorm



What happens? - Lucas turns and shouts: "PK Starstorm!" Giant comets

rain down from the sky in a strictly vertical fashion, sending anyone

caught by one flying. Opponents can even get bounced around between

the comets for even more damage and opponents just get sent flying.

Lucas is invulnerable while conjuring the starstorm.



Application: Hit B where you grab the smash ball, solid land is your

friend. Anyway, you don't control where the comets rain down or

anything, Lucas just stands amidst the powerful comets he summoned,

completely un-phased by the chaos around him. Since there's nothing to

control, it's just basically hitting the button when you get it and

that's easy to do. Rating: 4.5/5



Power: Each comet is fairly powerful, but his move's real power comes

from your opponent getting bounced around several comets at the same

time. The damage racks up and the comets have the power to KO

opponents at relatively low damage levels depending on location on the

screen, and even if opponents are nowhere near a knockout, they could

just get knocked into another comet for a KO, so this move is good, but

if your opponents can avoid maybe all but one it's not that great, so

it loses a point there. Rating: 4/5



Looks: Okay, this looks awesome. Giant glowing comets rain from the

sky while you glow with invincible power. It's even more fun to watch

people get bounced around between the comets and blasting off the

screen in a glowing pillar of doom. Needless to say, this is cool.

Rating: 5/5



Vs. One Opponent: Well, here's the thing, you don't control anything,

it's all up to your opponent. However, this move can be quite hard to

escape, especially near the end when there are sometimes clumps of

comets that seem to annihilate everything. It's not nearly as good as

here as against multiple opponents, but in a lot of cases it only takes

one comet (whether it be because it bounces people between them or they

already have high damage). Either way, this is good. Rating: 4/5



Vs. Multiple Opponents: I can't think of a single final smash (except

maybe Ness, since it's about the same thing) that's better at nailing

everyone while you're untouchable. I suppose someone who's really good

at controlling Pikachu/Sonic would be better, but since the vast

majority of people won't be able to do that, and even people who are

great can't, this gets the highest score here. It's just hard to

avoid, especially on a small stage and even more so if your opponents

are still trying to fight each other. On second thought, there is one

other final smash... but I guess you'll have to read on to find out.

Rating: 5/5



Overall Rating: 4.5/5



Without Looks Rating: 4.4/5



--------------------------------------------------



W. Sonic [S4]



Final Smash - Super Sonic



What happens? - The 7 Chaos Emeralds are gathered and glow around Sonic

and he is immersed in light! He turns golden and starts to glow. He

flies around the screen at high speeds, going straight for his enemies.

Brawlers run in terror from his golden glowing form. Sonic is completely

invincible while in his Super Sonic form.



Application: Okay, this is actually quite a bit different than Pikachu's,

even though the two moves are still similar. Firstly, Sonic can't fly

through platforms, and he also doesn't have Pikachu's ability to rack up

actual damage as quickly. However, he seems faster, easier to control,

and sends people flying, while possibly even lasting slightly longer.

Grab the smash ball and hit B immediately, wherever you are, because

you're going to be flying around the screen and won't have to worry about

damage or falling in Super Sonic form. Rating: 4.5/5



Power: This move packs an obvious punch, capable of sending people at even

fairly low damage levels. The damage to their actual health percentage

isn't as great as what Pikachu can do, but his move is still very dangerous

for opponents. Rating: 4.5/5



Looks: This gets its own entry, because Sonic obviously doesn't turn

into a ball of electricity. The activation with the Chaos Emeralds is pretty

cool, and watching a golden Sonic fly all over the place at speeds that

would boggle the other characters is looks good. Actually, it's still

about the same as Volt Tackle... Rating: 3.5/5



Vs. One Opponent: See Pikachu. They're actually still quite similar here

because your opponent will have tons of trouble with you and might lost two

stocks/points. Rating: 4/5



Vs. Multiple Opponents: See Pikachu. The ratings still tell you how

good these are and everything, there's just not much more to say.

Rating: 4.5/5



Overall Rating: 4.2/5



Without Looks Rating: 4.4/5



--------------------------------------------------



X. King Dedede [K2]



Final Smash - Waddle Dee Army



What happens? - King Dedede is in complete control. He glows and is in

command of the Waddle Dee Army! Even the music changes at the King's

whim. These guys come from out of nowhere and move faster than what

you'd expect. They attack everything in their path and sometimes

Gordo's even come out for extra added punch. King Dedede is invincible

while using his dance to control the Waddle Dee Army.



Application: This right here is why no other final smash has gotten a

5 here, even if it's easy to land. Nothing beats landing this. On

screen, off screen below the stage all the way up in the sky, moving

stages...none of that even matters. Just hit that B button the second

you've absorbed that smash ball and Waddle Dee Army will appear. If

you're on absolutely nothing and below the stage, you'll literally

float in mid-air while dancing and summoning the Waddle Dee Army. Even

on moving stages, the stage will actually slow to a crawl so you can

execute the move. I've purposely gone to the bottom of Rumble Falls

(off screen but not KO'd) and to the left of Mushroomy Kingdom (same)

and the screen slows enough so that if you start to recover at the

immediate end the stage won't kill you. Even if you jumped off Final

Destination so you could grab the smash ball in the bottom right of the

screen, Dedede has enough jumps including his high-flying up+B to

recover back to the stage. Since you don't actually control the Waddle

Dee Army yourself, you can't really take that into consideration for

this move so all that counts here is executing, and like I said, you

can really do that anywhere. The closest move to application is

probably Super Dragon or something like that, but since you still have

to control Yoshi for that I just couldn't give anything else this

rating. Rating: 5/5



Power: Well, this move isn't that powerful, I suppose it most closely

compares to the other final smash with army in the title, Palutena's

Army. The Waddle Dees move relatively quickly and attack anyone

around. There are more of them than Palutena's soldiers, but since

they can't fly I guess there's a difference (they do seem to be able to

jump a little). Getting hit by one Waddle Dee isn't really going to do

anyone in, but a bunch of them might do the trick. However, Gordo also

has to be taken into consideration and he packs a real punch. Pit

doesn't have an equivalent for that so this scores slightly higher.

Rating: 2.5/5



Looks: King Dedede knows style. The music is under his complete

control during this, and it fits to a tee. Seeing a ton of Waddle Dees

and the occasional Gordo encompass the screen looks cool, and when you

add in King Dedede's little glowing dance it's just too much. Pit

wishes he was this cool, but he's not. Rating: 4.5/5



Vs. One Opponent: The enemies here sweep across the screen and can

attack, but it might not be all too difficult for one person to avoid.

Especially since Dedede is being awesome and dancing, thusly being unable

to knock the opponent into the army. Still, they can definitely get to

whoever it is. Rating: 2.5/5



Vs. Multiple Opponents: The Waddle Dees just have to spread out their

attacks here. They use the same formation as against one person, except now

there's less places to run because opponents will be fighting over places that

are safe, possibly causing the enemies to get swept away. Rating: 3.5/5



Overall Rating: 3.6/5



Without Looks Rating: 3.4/5



--------------------------------------------------



Y. Olimar & Pikmin [O1]



Final Smash - End of Day



What happens? - Olimar knows well enough not to stay out at night!

There are just too many large scary creatures out there. So he and his

Pikmin friends jump in his ship and blast off for the night.

Unfortunately, the blast off traps everyone else on the ground to get

attack by giant wild beasts. You can't see the attack but you can hear

it happening. When it's time to come back Olimar crashes his ship on

the stage, sending people flying, but he's okay! Olimar is obviously

invincible during his final smash.



Application: Once you got that smash ball, jump in your ship fast before

it's too late, but being close is definitely better. (If you use your

Final Smash over a pit, you'll have to re-pick them when you land because

they won't make it into the ship, so sad!) Your poor opponents will get

attacked by the beasts, while being almost definitely buried by the

blast off if anywhere in your proximity (which is likely because a smash

ball was just on the screen.) The bury from the blast off is similar to

what happens with DK's headbutt and the Pitfall item. When you come back

down, unless you land on a platform or something that stops them from

getting blasted, everyone in the area will go flying of the screen. On

stages like Rumble Falls and other stages with several platforms or that

are very large, you just won't hit them with rocket crash. Then all you

really did was a lot of damage, which is still great but not the same.

You crash close to where you took off, so you want to be kind of close to

your opponents and that's the thing that really makes opponents fly for

this thing, so that's knocks some off. Opponents may also be able to jump

away to avoid being ground (or even where the monsters are, enemies like

Pit can actually fly around above the monsters and not take that much

damage, though it may be a little harder for him to avoid the ship this

way or come to the ground fast enough) and the platforms have to be taken

into consideration. Rating: 4/5



Power: Well, your opponent's take a lot of damage and if they get hit

with the ship they are almost definitely gone. More powerful against

multiple opponents, but anyone who gets hit by this is going to wish

they hadn't, and everyone gets hit by this. Very good. Rating: 4.5/5



Looks: The blast off is awesome and it's great how the screen switches

to the stars. The background sounds are great for this smash and you

can even see some of the colorful beasts attacking your opponents. The

giant explosion of the crash is just good. Very good. Rating: 4.5/5



Vs. One Opponent: Rack up the damage on them and then crash into them,

pretty simple mechanics. Even if they don't get taken out by the

rocket itself, they'll have some big damage on them now and you should

be able to take them out. Great. Rating: 3.5/5



Vs. Multiple Opponents: The screen goes up so all of your opponents

take some big damage, and the crash can actually take out all of your

opponents as well. However, if the crash doesn't hit, people can steal

your KOs which can be depressing in time matches. Still, that could

happen with PK Starstorm as well...oh, and back to that, this is where

that on second though comes in. Yeah, here's a... Rating: 5/5



Overall Rating: 4.3/5



Without Looks Rating: 4.3/5



--------------------------------------------------



Z. Ness [N1]



Final Smash - PK Starstorm



What happens? - Ness turns and shouts: "PK Starstorm!" Giant comets

rain down from the sky in a wide, fan-shaped fashion, sending anyone

caught by one flying. Opponents can even get bounced around between

the comets for even more damage and opponents just get sent flying.

Ness is invulnerable while conjuring the starstorm.



Application: See Lucas. The only difference here is that the comets

rain down at a slight angle, which may be good or bad depending on how

you see it. Once you mention that little fact, everything from here on

out is the same. So there's really not going to be much to say about

it. Rating: 4.5/5



Power: See Lucas. Rating: 4/5



Looks: See Lucas. I think this actually looks slightly better than

the Lucas PK Starstorm (I like how they rain down better), but it's

about the same and I already gave that max score so this gets the same

as well. Rating: 5/5



Vs. One Opponent: See Lucas. Rating: 4/5



Vs. Multiple Opponents: See Lucas. Rating: 5/5



Overall Rating: 4.5/5



Without Looks Rating: 4.4/5



--------------------------------------------------



AA. Marth [M3]



Final Smash - Critical Hit



What happens? - Marth points his sword to the sky and the tip glows

ominously. Then Marth dashes across the screen quickly brandishing his

sword. When he reaches an opponent or opponents, he makes a single

slash. Suddenly, a life gauge appears and you see it completely

deplete! Your opponent just took a critical hit! There they fly!



Application: This is another one of those final smashes that you have

to line up. However, when Marth dashes across the screen for this, he

dashes quite far, as in he has better range than Link. Anyone caught

in this slash takes the critical hit and is immediately jettisoned.

Since it's one of those that you have to line up, it can't get a good

score here, but because of his giant dash he one-ups some of his

competitors. It is kind of important to keep in mind that if you miss

with this move, you'll still continue that dash. That's important to keep

in mind considering it could send you towards your own knock-out. The

dash seems to be amplified when you start in the air, and is significant

to worry about even on large stages. Rating: 2/5



Power: Basically, getting hit with this is bad. Even though it's only

one single slash, it's a critical hit. One, two, three opponents,

doesn't matter. You get hit by this the damage is absolute. You go

away. Unless something impedes you and you bounce multiple times this

is going to take you out. Scary. Rating: 5/5



Looks: Not much to it, sword up, dash and slash. The life bar

appearing is pretty cool, but that's about it. It's worth 2 and rest

is good for a 0.5. Not as good as Palutena, but since the rest of

Pit's got that -1 this still beats him. Rating: 2.5/5



Vs. One Opponent: Uh...yeah. Bye. Absolutely devastating. No other

move quite compares. Rating: 5/5



Vs. Multiple Opponents: Odds are you're not going to hit more than one

person, even though you could potentially hit both or all three. And

if you do they are gone. So this is okay, especially considering the

power. Rating: 2/5



Overall Rating: 3.3/5



Without Looks Rating: 3.5/5



--------------------------------------------------



BB. Luigi [L3]



Final Smash - Negative Zone



What happens? - A giant circle of darkness surrounds Luigi and

everything is changed to shades of gray, black, and green of course.

The music and the screen are Luigi's now, and his dance let's you know.

Opponent's are helpless before Luigi in his world, and he's out to

prove he's no second fiddle.



Application: Okay, firstly, I'm going to explain everything that

happens to opponents when they are in this bubble. But since I

wouldn't have known everything if it weren't for the official site, I'm

going to rattle off exactly what they said. I got this from

http://www.smashbros.com which is known as Smash Bros. Dojo, under the

secret characters entry for Luigi where his final smash is explained.

This is what happens in the Negative Zone. Opponents suffer:



* Drastically reduced attack power

* Greater launch distance when hit

* Increased likelihood of slipping

* Steady increase in damage percentage

* Flower growth on head

* Dizziness

* Uncontrollable taunting

* Sudden sleepiness

* Decreased movement speed



And so on.... Luigi's Up+B landed correctly is apparently instant KO

for the helpless opponent's even if they were at 0% before hand, and

his smash attacks will probably do the number as well. If your

opponents are jumping while in the negative zone, they can't fall

asleep, taunt, or slip (also taken from the Dojo) so that's something

to take into consideration. The negative zone has limited range though

so make sure you actually trap them in your bubble. Not hard at all on

small stages. It's especially nice to make the Negative Zone appear

near the respawn point to try to get multiple KOs out of single

opponents. Pretty easy to land, but you can't do it below the stage or

too high in the air or anything like that. Rating: 4/5



Power: The negative zone itself isn't too powerful even though it does

do consistent damage. The increased power of your moves, or more

exactly, the increased launch distance is the real kicker, especially

when you consider the Up+B being pretty much an instant KO. So this

gets... Rating: 4/5



Looks: Well, suggestive themes aside, you should take this at face

value. Luigi gets his own little world. He's got the moves, the

music, but he's got the real kicker. Making your opponent's

uncontrollably taunt is just amazing, and I get a kick out of it every

time I see the super slow-motion taunts, especially ones like Mario's.

Good rating here. Rating: 4.5/5



Vs. One Opponent: Too simple, only one opponent to trap in the

negative zone and you are going to take them out. Not only that, you

have a better range than say Marth's or something, the only problem is

if they jump or something. But considering they will be slowed and

you're not, you can still probably land the fire jump punch and knock

them out anyway. I guess they could get a lucky dodge and run away,

but it'd be tough. Since this guide is about telling you how to use

the moves and such and now you know the instant KO, this has to get the

best score. Rating: 5/5



Vs. Multiple Opponents: If everyone was around you trying to get the

smash ball, they are in a lot of trouble if they failed. Someone may

be able to escape, but you can take them out of commission. On a small

stage, you've probably gotten yourself multiple KOs and depending on

position, take people out more than once. You could also miss-time the

move and not get anyone in the negative zone initially which wouldn't

do anything much for you, because it's not like it moves with you.

Still, it's very good and a potential on multiple KOs. Rating: 4/5



Overall Rating: 4.3/5



Without Looks Rating: 4.3/5



--------------------------------------------------



CC. Falco [F2]



Final Smash - Landmaster



What happens? - Falco calls to his ship to drop the Landmaster into

combat. Basically, you become the blue Landmaster, becoming invincible

and having a giant cannon on the front. You proceed to rampage in your

tank for a decent length of time while your opponents figure out how

best to evade.



Application: See Fox. Here's the difference. Fox's Landmaster has

much better maneuverability on solid ground. Running into enemies on

the ground is more powerful. He's faster there and can handle the

terrain better. Falco, on the other hand, his domain is the sky.

Hitting enemies in the air is stronger and you move much faster and

more gracefully in the air, which is better for flying your opponents

up off the top of the screen if they decide to take a ride. Other than

that, you've got your basic tank. Rating: 4.5/5



Power: See Fox. Rating: 4/5



Looks: See Fox. Same color and all. Rating: 2/5



Vs. One Opponent: See Fox. Rating: 4/5



Vs. Multiple Opponents: See Fox. Rating: 4.5/5



Overall Rating: 3.8/5



Without Looks Rating: 4.2/5



--------------------------------------------------



DD. Captain Falcon [C1]



Final Smash - Blue Falcon



What happens? - Captain Falcon calls for his vehicle, the Blue Falcon!

It comes to him, knocking the enemies nearby to...the race track? Time

freezes on the stage and a cinematic scene occurs! Captain Falcon

drives down the track in the Blue Falcon while his opponents try to

figure out what happened. Due to his amazing speed, they can't react

in time and are jettisoned off the stage!



Application: Okay, the first thing to understand is that Captain

Falcon has the only cinematic Final Smash. Once you hit it, even if

there are unaffected competitors on the screen, you will be transported

to the track in the Blue Falcon, as will your opponents, except they'll

be without a vehicle...bad call. Anyway, the Blue Falcon comes in

right in front of where you are and anyone hit by that initial drive-by

will be in the cutscene. Obviously, you can compare this to Link's or

Meta Knight's or whatever, but you know the scores with these types of

final smashes. Rating: 1.5/5



Power: This move is very powerful, and is going to be a likely KO on the

opponents you hit, though on a big enough stage and such your opponents

actually can survive if you're too far away from the edge. Capable of

KOing 0% opponents in the right situation though. Rating: 4.5/5



Looks: Okay, Captain Falcon has his own cinematic, which none of the

other characters boast. That gives him some serious points. I don't

know what idea Nintendo is giving kids by having Captain Falcon run

over his opponents but I will say this right now...DON'T DO IT KIDS!

HITTING PEOPLE IS BAD! Anyway, this is great looking for what it's

worth. Rating: 4.5/5



Vs. One Opponent: You hit them and they go bye-bye. Nothing else to

say really. Rating: 5/5



Vs. Multiple Opponents: Pretty much the exact same as Marth here as

well. Go for one person and if you hit another then good for you.

Rating: 2/5



Overall Rating: 3.5/5



Without Looks Rating: 3.3/5



--------------------------------------------------



EE. Lucario [L4]



Final Smash - Aura Storm



What happens? - Lucario transports to the top of the screen. With a

thrust of his arms, he unleashes and amazing aura beam. The beam grabs

opponents caught in it and makes them feel the pain, and at the end of

the blast opponents are sent flying. Lucario can't be hurt while

unleashing Aura Storm.



Application: First off, this is one of those where you can hit B as

soon as you get the smash ball. However, you then have to control the

beam by tilting left or right. It's not very wide and it moves slowly.

Plus, you can only move it so far to the right and left, giving your

opponent's an opportunity to jump over it long enough to avoid it.

Just make sure you start moving it toward them as soon as you possibly

can. Something serious to consider is that this actually works like

Lucario's other moves, in that the more damage you have, the more

damage this does. That doesn't really matter for when you execute,

because you're going to do it as soon as you get it. It's just

something to remember. The end of the beam is when they go flying,

opponents are damaged during the duration. You should point the

control stick directly at your enemies near the end and you get some

extra power. Easy to start but not the best thing to land, it still

gets good points for set-up. Rating: 4/5



Power: Honestly, it's not nearly as strong as it looks. It's in that

class with Pokemon Trainer (not surprising because Lucario is a

Pokemon) where it doesn't pack the punch you thought it would. Even if

you have Lucario at high damage it just doesn't have amazing effect on

low damage opponents, and even on decently damaged opponents it might

not KO. Odd. It still KOs if the cards line up, and does rack up

damage, so it still gets the same score as the Pokemon Trainer. 3/5



Looks: Okay, this move looks amazing. It looks like an absolutely

vicious beam, I don't know what does it, but it's almost scarier than

the Zero Laser. The light emanating from Lucario looks cool, and

moving it just makes it cool. What it lacks in power, it makes up for

in style. This category actually makes the move sound worse than it is

in the other categories, simply because of how visually impressive it

is. Rating: 5/5



Vs. One Opponent: You get to aim at one person so good for you. I

suppose this is where it's better but now there's also no one to help

you knock them into it. On a small enough stage you'll most likely hit

your opponent unless it's Jigglypuff or Peach or someone who just seems

to stay in the air forever and get over the beam's range. Pretty good.

Rating: 4/5



Vs. Multiple Opponents: Okay, if they're on different sides of the

screen you aren't going to hit both of them, you'll probably just want

to aim where you see more bodies. There's a good chance you'll catch

multiple people in the beam even though it moves so slow, but still

it's not amazing, just average, which is still surprising. Rating: 3/5



Overall Rating: 3.8/5



Without Looks Rating: 3.5/5



--------------------------------------------------



FF. R.O.B. [R1]



Final Smash - Diffusion Beam



What happens? - R.O.B. activates the Diffusion Beam! A swirling beam

of light starts spiraling in front of him. All enemies in front of

R.O.B. are caught in the maelstrom of destruction in front in him,

while he's still fully capable of attacking with most of his attacks.

R.O.B. is vulnerable with the diffusion beam active, but anyone caught

in it will be staggered and open for attack. R.O.B. becomes invincible

while executing his Diffusion Beam.



Application: Firstly, don't get too fooled by the what happens part.

I have to make them all sound cool. The spiraling beam in front of you

is only about two Luigis wide. Secondly, it doesn't send people

flying, just staggers and racks up damage. However, the important

thing to keep in mind is that you can use all of your Robotic Operating

Buddy's moves except for his Robo Beam with this active. With this in

mind, you can actually KO several people with some skill because R.O.B.

is pretty powerful and has some good moves pack a punch. Not only that,

his ability to basically fly wherever he wants for a short amount of time

can't be overlooked. Catching people in the diffusion beam isn't hard

because you only have to be near them. What's funny is that one of

R.O.B.'s taunts (yes, you can taunt with Diffusion beam on, just like you

can taunt with Wario-Man and Giga Bowser) will actually make the Diffusion

Beam arc over him, potentially hitting people above and around you. I

don't really recommend doing this but it's funny to damage people this

way. Also, R.O.B.'s Diffusion Beam occasionally shoots out an actual beam

with a much larger range that can really pack a punch on high percentage

opponents. Anyway, you can hit B right when you get the smash ball and

then just find some people to torment. You control just the same and

everything so go get your opponents. Rating: 4.5/5



Power: Well...the beam can really rack up some damage, and R.O.B. has

some pretty powerful attacks for that matter, but I suppose the actual

power of the actual final smash isn't that great. There's some bonus here

for the beam occasionally firing as well. Still, lining people up for your

already powerful moves deserves some points. Rating: 3.5/5



Looks: Well, the spiraling power looks pretty cool, but really that's

all there is to it. It's hard to rate this one accurately but it's

just not impressive past when you first see it and even then not so

great. Rating: 1.5/5



Vs. One Opponent: As long as you face your opponent, you can get them

pretty good. Thusly, this is a great situation for R.O.B. as he can get a

potential KO here and then rack up some damage for next time. Rating: 4/5



Vs. Multiple Opponents: You just have to fight like you normally do with

the added bonus of non-stop destruction in front of you and being

invulnerable. You actually have a decent shot at racking up several KOs

here with your added beam power and the amount of damage your opponents

accumulate. Rating: 3.5/5



Overall Rating: 3.4/5



Without Looks Rating: 3.9/5



--------------------------------------------------



GG. Mr. Game & Watch



Final Smash - Octopus



What happens? - Mr. Game & Watch is transformed! He's takes the shape

of a two-dimensional octopus! Mr. Game & Watch can jump about in this

form and lash out with his tentacles. Even though he can't turn

around, he can still move in both directions. Surely this 2D terror is

not to be trifled, because he can't be! Mr. Game & Watch is an

invincible octopus!



Application: Okay, you want to hit B as soon as you get the smash ball,

but still make sure you're on or above something solid, because in

octopus form you only get the standard two jumps, there is no third jump

to help you out. You do control him like a regular giant character, the

differences are you get those two jumps and tapping the attack buttons

make the tentacles lash out. When you aren't attacking with the tentacles

your body can do good damage and when you're attacking the tentacle's are

things that do damage. Mr. Game & Watch is pretty easy to control here

and you can get multiple KOs on a small stage, combined with his

invincibility and new size this is a final smash to beware, just remember

the one jump rule. Rating: 4/5



Power: Mr. Game & Watch is pretty powerful here, just remember which

part of his body you're attacking with. You'll likely need to score

multiple hits to knock people out, but that's not very hard. It's not

like the attack power bonus of Giga Bowser, but you're still quite

strong and can't be hurt. Rating: 3.5/5



Looks: Okay, you're an octopus. And you have awesome 2D tentacles.

And you can jump around a little bit. And your opponents are running

from a 2D octopus. This is really cool. Rating: 4/5



Vs. One Opponent: Like most transformations, you only have one person

to deal with, so you can fully concentrate all of your attacks on them.

This should net you a knock out plus damage on the next, possibly even

2 KOs if you get lucky or your opponent can't get out of your path.

Rating: 4/5



Vs. Multiple Opponents: Similar to Giga Bowser except you can't be

damaged, with a little less power. On a giant stage this might be a

little difficult, but you can theoretically take out all your

opponents. Plus, they might even give you a hand with it. Rating: 3/5



Overall Rating: 3.7/5



Without Looks Rating: 3.6/5



--------------------------------------------------



HH. Toon Link [T1]



Final Smash - Triforce Slash



What happens? - Toon Link shoots the triforce out of his hand and it

envelops his opponent. He then proceeds to slash them several times

with his sword and lets out one final slash that sends the opponent

careening toward the edge of the screen. Toon Link is invincible while

executing the final smash.



Application: See Link. The difference here is slightly less range.

You also do fewer slashes. However, the final slash of the attack is

more powerful, so that's something to consider. Toon Link apparently

doesn't get as much of the slight vertical leeway as Link's does either.

Same as Link's, you can possibly get more people caught. Rating: 1.5/5



Power: See Link. Rating: 4.5/5



Looks: See Link, except now you look all cartoony, which might

actually make it better or worse depending on the person. Same score

though. Rating: 5/5



Vs. One Opponent: See Link. Rating: 4.5/5



Vs. Multiple Opponents: 1.5/5



Overall Rating: 3.4/5



Without Looks Rating: 3/5



--------------------------------------------------



II. Wolf [W2]



Final Smash - Landmaster



What happens? - Wolf calls to his ship to drop the Landmaster into

combat. Basically, you become the red Landmaster, becoming invincible

and having a giant cannon on the front. You proceed to rampage in your

tank for decent length of time while your opponents figure out how best

to evade.



Application: See Fox. Here's the difference for Wolf. His Landmaster

is like Fox and Falco's combined. He's got Fox's land maneuverability,

Falco's air maneuverability, and he has a more powerful gun than both

them. What's the catch then? The amount of time Wolf spends in his

landmaster is shorter, so use that extra power and maneuverability to

get as many KOs as possible as quickly as you can. 0.5 less for the

shorter time. Rating: 4/5



Power: See Fox. 0.5 greater power for aforementioned reasons.

Rating: 4.5/5



Looks: See Fox, except that Wolf's Landmaster is red. Rating: 2/5



Vs. One Opponent: See Fox. Rating: 3.5/5



Vs. Multiple Opponents: See Fox: Rating: 4/5



Overall Rating: 3.6/5



Without Looks Rating: 4/5



--------------------------------------------------



JJ. Jigglypuff [J1]



Final Smash - Puff Up



What happens? - Jigglypuff starts glowing and begins to rapidly expand!

Bigger, bigger, bigger! Jigglypuff is gigantic, dwarfing even the

mighty Giga Bowser. What will she do in her new giant, invincible

form? JIGGLY!!! Jigglypuff yells aloud and puffs up and down, sending

anything close by far away!



Application: Okay, basically, you want to be above something solid,

but probably near the lowest point of the stage since you're going to

be giant. Once you meet those conditions you can just hit B, but

meeting them isn't that important since you're going to be HUGE. For what

it's worth, you can actually do this move anywhere because Jiggly gets her

jumps after the move and she stays in place while growing large, but the

above conditions are still kind-of important to meet considering that's

where your foes will be retreating to. You'll want you're opponents near

you but they may be able to get away, meaning this really won't do much.

Still, it's not hard to hit because you're absolutely giant, and you can

get taken out by moving stages, but only if you're practically already off

the screen to begin with. Rating: 4/5



Power: Okay, this one is tough. The move itself does not actually do

any damage. (I have had people tell me that Jigglypuff's final smash

actually does do damage if you are in close proximity to her. I do not

believe this to be true. Damage can be resulted from this move, but the

final smash of Jigglypuff does not actually cause it. On a stage like

Shadow Moses Island, if Jigglypuff knocks foes back and forth between

herself and the stage, they'll likely take damage from being knocked into

the stage several times. This is a result of the final smash, but I've

tried several times without factors like this, and this move just does not

do damage on it's own without outside factors.) However, if your opponent

is touching you anywhere on you're new, gigantic puffball body they will

get sent away, likely resulting in a KO. So this goes by your opponent

getting hit, and even though they don't get damaged, it's a powerful push

away, so that's worth some major points in and of itself. Rating: 4/5



Looks: Okay, giant glowing Jigglypuff is just awesome. It is so cute

and when it says Jiggly it's amazing. I can only imagine how

sickeningly cute it is in Japanese when she says "Purin" because it has

to be even cuter. I don't care what e-mails I get for this little

thing right here, I'm giving it max. Rating: 5/5



Vs. One Opponent: This is one of those moves that is definitely worse

against a single opponent. Unless there is absolutely nowhere to run,

your opponent will be able to flee while you're expanding, so this move

definitely gets knocked against a single opponent, even though on the

right stage it is still devastating. Rating: 1/5



Vs. Multiple Opponents: Here you go, this is when you're great. You

could possibly take out everyone because you're huge. Even if they can

get away, are your opponents really just going to trust each other

enough to just stand in the same safe place and not do anything.

Probably not. They'll likely attack each other, possibly pushing them

into you and sending them off screen. You have the potential of

getting everyone or no one, but this move is good against multiple

opponents nevertheless. Rating: 3.5/5



Overall Rating: 3.5/5



Without Looks Rating: 3.1/5



--------------------------------------------------



KK. Ganondorf [G1]



Final Smash - Beast Ganon



What happens? - Ganondorf transforms into Ganon! He becomes incredibly

large and lets out a mighty stomp. Then he surges forward hammering

anyone in his path, and then is transformed back at the spot the move

was executed. Ganondorf is invincible while executing this move.



Application: Okay, this is one you have to line-up, but you have a lot

more lee-way than with Link, Marth, or even Meta Knight. Hitting this

on the ground is better since the stomp will stun your opponents and

then they will go flying. I guess it's kind of a combination between

Marth and Mario's, even though it doesn't look like either of those. I

guess it's average on the landing it part. Rating: 3/5



Power: This move does significant damage is another one of those

almost sure KOs on anyone hit. So just like those moves, this gets the

almost max rating in the power category, fitting of the might Ganon.

Rating: 4.5/5



Looks: Okay, he transforms into Ganon, and that is just amazing. The

charge is just great looking, especially with the standard final smash

glow. I especially like the shockwave from the stomp, but like in all

his other endeavors, I'm going to have to have him be one-upped by

Link. Rating: 4.5/5



Vs. One Opponent: Just find them and nail them. Would be max if it

was a guaranteed KO but even so it's darn close. Rating: 4.5/5



Vs. Multiple Opponents: Unlike other moves like this, it actually has

a bigger range. Thusly, it gets a pretty good score here since the

dash across the screen is quite large and it's still and almost assured

KO on everyone caught in the path. Rating: 3.5/5



Overall Rating: 4/5



Without Looks Rating: 3.9/5





***************



6.) Misc./Updates



"I'm not entirely sure what to put here, probably this is where updates

will go. Also, I'm sure I'll think of something to put here, maybe

people will give me suggestions or something, I just think it should be

here for some reason." - Me, Version 1.0 of Guide



Okay, figured out something to put here, an update list!



That's a pretty good start.



***



Update List:



3/14/08 - Version 1.0 - The initial guide was posted.



3/15/08 - Version 1.5 - Several changes in a short span, mainly on Pikachu

and Sonic. Slight changes to clear some things up on Donkey Kong, Samus,

R.O.B., Olimar, Peach, and Captain Falcon as well. Lots of thanks. Minor

grammatical things.



3/18/08 - Version 2.0 - Tons of changes. Too many to name, so hopefully

this is the biggest update I'll ever have to make. Check the thanks

section for all the help I got.



Something else to put here already. Neat little things that you may want

to watch out for, but since they have to do with Final Smashes you may

want to know them!



***



*Submitted by Chris Rice about Wario-Man:



"Just you inform you Wario`s final smash Wario-Man allows Wario to

virtually "fly" using his aerial attacks .This give him infinite recovery

,he can also spam aerial attack giving him ultimate aerial combo-ability.

Finally Wario can Down Aerial and up aerial back to the stage for an

amazing spike. Also it increases Wario`s range on move such as his forward

smash. In fact as Wario-Man he covers half of Smashville!"



*Submitted by Zelloss for a more detailed difference list between Pikachu

and Sonic's Final Smashes in case you wondering:



"Super Sonic vs. Volt Tackle:

Although they may at first seem very similar, further testing with them

has proven that they are very, very different moves - even if the damage

abilities of them is roughly the same.



Volt Tackle:

-Is never stationary. If you activate this Final Smash but do not touch

the controller, you'll understand.

-"Slings". If moved, then it will tend to want to form a constant loop -

try directing it, then letting the control stick go. This also accounts

for the seemingly unsteady movement it produces.

-Near the end of the move, Volt Tackle slows down to a much smaller (and

less damaging) movement. This is the only time when it will actually slow

down - due to the non-stationary movement and the "slinging" effect, it

will until that time move fairly fast after its first movement. This does

give the user the advantage of knowing when the move is about to end.

-Until nearing the end of the move, Volt Tackle is also capable of passing

through solid walls. Near the end, however, it will no longer have this

capability.

-Pikachu will never enter "Magnifying Glass" range while using this move,

preventing him from getting KOs but also from hitting characters in the

very boundaries.



Super Sonic:

-Due to the lack of "sling", Super Sonic is more precise in control. He

will not move automatically if the control stick is released, and will

also not bob or weave.

-Super Sonic can be manually made to move slower, to help hit enemies

trying to dodge. Slower-moving Super Sonic does less damage.

-Super Sonic is never capable of passing through objects.

-Super Sonic can enter the "Magnifying Glass" range to hit recovering

opponents, but will still not KO himself while Super Sonic is active

-Super Sonic does not slow down when nearing the end of the move - in

fact, there is no way to tell.

-I can't be entirely sure, but I think that the "Hit Range" of Super Sonic

is slightly smaller.

-Super Sonic is also, of course, faster."



***



*Submitted by Chris Rice:



"If you're up for mentioning tactics, one that I use is I'll hit them with

Yoshi's body so that it ensures a direct hit. Once they're flinching from

Yoshi hitting them. They can't dodge the immediate fireball."



***



*Submitted by a person who didn't want credit:



On Odin Bridge, if the bridge is busted, leaving the pit, you can press b

while in the gap. Jiggly will grow until the bridge finishes rebuilding.

If it doesn't rebuild while the final smash is being performed, then the

glitch won't work. She then stays at that size. It doesn't increase attack

power, and she still weighs the same. Also, it makes her a bigger target.

But, it does allow for some mind games, and her jumps and range are

enhanced proportionately by how big she got before getting stuck at that

size.



If you are confused by the description, then look at this video:



http://www.nintendowiifanboy.com/2008/02/13/super-glitch-bros-brawl/



***



^Things like the above are definitely things that should be included in

this guide, but I can't really look for every glitch in the game or

anything so if you find something feel free to send it in and it'll go

down here.





***************





7.) Thanks





Awesome, thanking people time.



Firstly, let's thank the people who made this game and made the

characters in this game, and they are (thanks again to the Dojo site):



*Nintendo

*HAL Laboratory, Inc.

*Pokemon

*Creatures, Inc.

*GAME FREAK, Inc.

*SHIGESATO ITOI

*APE, Inc.

*INTELLIGENT SYSTEMS

*Konami Digital Entertainment Co., Ltd.

*SEGA



***



And yet again, the official site for Super Smash Bros. Brawl on the

Wii, Smash Bros. DOJO:



http://www.SmashBros.com



Absolutely fantastic, so another special thanks goes to:



*Masahiro Sakurai



He's the mastermind behind Smash Bros. and the guy who was nice enough

to give us the DOJO, so absolutely thanks to him.



***



Now that I got that out of the way, I'm going to thank the people I

play with because they are awesome and don't cry too much when I beat

them, and I guess don't gloat too much when they beat me:



TMAN, Schoch, Moo, John, Tru, Lucas, Trevor, Ian, Clarky, Ryan, Doug,

PJ



But especially TMAN since we play at his house on his Wii on his game,

and since he looked over the early portions of this guide for me.



***



Thanks to the people on the GameFAQs Message Boards who figure out lots

of things even though some of them are...well...you know if you go

there.



***



Down here is where I thank people who e-mailed me with things I changed

in the Guide.



*The_Soul_Gauge and Blueberry91 - The first of SEVERAL people to point out

that the "gems" around Sonic are the Chaos Emeralds. Credit for being

first, I actually got quite a few e-mails about this, which really

surprised me, and actually made me feel dumb for not knowing anything

about Sonic. After looking at the Official Brawl website again it even

says they are the Chaos Emeralds so now I feel even worse for not reading

completely everything there. Oh well, it says Chaos Emeralds now.



*Daniel Brown - Big clarifications on Pikachu/Sonic and how they act with

platforms and such and making me re-check Captain Falcon's Power.



*Mark Romero and Jake Marshall - Made me be more clear about DK's Final

Smash. I thought I had pointed out that tapping A in time with the beat

on the original guide made the move more powerful in Application, but I

was obviously not clear enough considering I got multiple e-mails about

it, so now it's better for everyone.



*Matt Moses - Again, helped greatly with Pikachu and Sonic, had to make

quite a few changes for them.



*Simeon Lim - Also pointed out about Pikachu's final smash, and another on

the clarification of DK, and pointing out about R.O.B. occasionally firing

on the Diffusion Beam.



*Adam Renninger - Pointed out moving Samus's beam with the control stick.



*Adam Ahmed - More help with character unlocking.



*HikaruYami - Caused me to replace "Power Gamer" to "Without Looks", which

is what I probably should have done in the first place. Also got me to

lower Olimar's rating after considering what he said, and put a change

into the introduction. They're and their clarification on my grammar as

well. Lots of thanks.



*Peace_Frog - Clarification on Kirby's Final Smash.



*David Streifel and Evil Eye - First of a ton of people to e-mail me to

tell me about Peach's Final Smash doing damage. I got a lot of e-mails

about his, not quite as many about the Chaos Emeralds but still a lot. I

can't name everyone who sent me something about this, but I thank them too

for doing so.



*kirbyparufo - Big clarification on R.O.B.



*AzureLivesOn83 - A couple of different errors brought to my attention.



*Jeffrey McNeil - Quite a lot of things, including DK and others. Thanks.



*m at - A very large list of things were sent to me by this nice person,

and tons of thanks for that.



*The Guy with M,any Aliases - Yet another of those people who sent me

quite a few things that would take up too much time to name everything but

is much appreciated.



*Froborr - Making me check something on R.O.B.



*Croove55 - Tried to help me with a different thing on R.O.B., but was a

really nice person when e-mailing even though I had already updated, and

since he was a cool guy I decided to put him here anyway.



*Zelloss - Another person who sent me a ton of information and deserves

extra thanks. List of Pikachu and Sonic differences in Misc.



*Jay - Another clarification on Marth.



*Tehdave - A small list of clarifications and such.



*Lee Ann Veatch - A small clarification on Wario-Man.



*Chris Rice - Clarification and tactics on Yoshi's Final Smash.



*Kyleab - One of several people who helped me on naming some of the as of

yet unofficially named final smashes, but gets the thanks for actually

giving reference as to why they were correct.



If you e-mailed me something and I didn't give you thanks here, it's

probably because one or several of the above people beat you to the bunch

and it would be kind of ridiculous to have 20+ names for something like

Peach's final smash doing damage. I do appreciate the help and once again

thank you for contributing, but I just can't put everyone up there,

especially if I got the e-mails after I sent the actual update in. Please

keep e-mailing about things I have incorrect or little clarification or

what not, I'll always try to keep the guide updated and give credit where

applicable. Thanks again.



***



And Thanks to GameFAQs and similar sites for making a place to put

things like this. They really help people out.



I guess I'll thank you for reading it too, even though you don't really

deserve it. I take that back, you totally deserve thanks if you don't

send me crappy e-mails.



Thanks.
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