Smash bros melee game and watch




















The main character is simple and monochrome but has a timeless individuality. There are 39 different games in the series and they've sold over 43 million units worldwide.

Pictured at left is the particularly popular Fire model. Game and Watch's Classic Mode trophy. Game and Watch's Adventure Mode trophy. He has been heavily buffed, moving up from the bottom tier of Melee to the mid-high tier in Brawl. He has been given a new technique, called Bucket Braking , which lets him negate all knockback while in midair.

Interestingly, in a DOJO!! The introduction of hitstun canceling and momentum canceling helps Mr. Other new Brawl mechanics such as B-reversing also help him out, and the removal of certain Melee mechanics such as L-canceling affects him less than other characters. His shield game has been improved significantly. His shield is much larger, and his sidestep is no longer one of the worst in the game. Overall, Mr. He was teased before release in a small appearance at the end of Pac-Man 's reveal trailer to illustrate how the two are the oldest characters in Smash Bros.

The removal of Bucket Braking is his most notable negative change, as it greatly hinders his ability to survive, considering his status as a lightweight character. Several of his moves also have added ending lag , such as his up tilt, down tilt, and neutral aerial, and some of his moves are weaker finishers, such as his forward aerial. Her hip thrust, however is pretty powerful and will send you off if you get hit at high damage. Computers use this moderately, and humans often forget about it, but its a surprise if you get hit by it.

Watch out for it, but its not gonna kill you if you have only moderate damage. Jump in with a briefcase, and after you hit her, start getting in her face and either manholing, or smashing away.

Use the power hits first to build up damage, and manhole her into the air. Finish with Octopus. You can Fire her if she comes your way, or if you are right next to her. If you get hit by a smash attack, don't worry, because none of them except for the downwards are particularly powerful.

You can also fight her in the air, using whatever you choose, just watch out from coming from above because of the umbrella. If you smash her off the edge, don't bother with edge guarding because of her long travelling distance.

Her jump lets her float, and the umbrella will let her take the remaining distance. The only move you should use here is sausages, and if she floats close, jump straight up and use the briefcase. Otherwise, let her fall after using the parasol, and Octopus her into the TV screen. The only thing that she can use to efficently edge guard you is the vegetables, but they travel in a easy to predict path, so its no concern. Peach, like other lightweights, falls victim to the Helmet dash attack also.

If you like, toss her around like a paper ball too. Your only problem with Peach is her annoyingly air-headed voice. Smash her until she can't bother you no more. Another lightweight Kirby has very short range, so you can abuse Fire here, or almost any other smash. Sausage at a distance, but remember that a few will overshoot. Feel free to use the Judgement, since its range is longer than most of Kirby's attacks.

Helmet dash attacks work well, and setup the juggle easily. Kirby's special moves can be an annoyance if used carefully, but they aren't really powerful enough to repeatedly kill you off. CPU Kriby likes to suck you in the moment he sees an opening. Don't let him get you, or he will turn into a 2D cutout like you, complete with Chef. He uses it when close, mainly to burn you with the pan. Oil his sausages. Humans will do this also, but they might spit you out in a direction, preferably near a KO wall, so be careful if you're playing a skilled Kriby.

His fireball attack isn't nothing to worry about-unlike Luigi's Green Missle, it doesn't really hurt you, its slow, and it will never misfire. CPU's will often commit suicide using this move, so if you're near an edge, jump and laugh as he falls.

Kirby also has a Hammer this time around, but its not as powerful as the item, thank god. Watch out for it nonetheless, since its somewhat powerful, and in the air, it will swing all around him like a minishield. The Final Cutter is still as crappy as in the original-run under him when he flies up, and then smash him with Octoupus or Torch when he lands.

Either that, or jump over the little blade thingy and Briefcase him, or if too faraway, run off or block it. Very predictable and easy to avoid. On to his last special. Cheap, cheesey, damned, whatever you want to call it. It takes about a second to charge, giving you time to move out of the way or whack him out of the transformation.

The priority and damage remain the same, but he falls a bit slower, and its slow, so its easy to avoid. Like the original, he's invincible when he lands, so here's what you can do: 1.

Throw him away to the side 2. Hit him with the hammer once to "break" him, and clobber him afterwards 3. Charge your smash and time the release so he will get hit after he softens up. On a side note, he turns into different rocks randomly, but it has no effect on the move.

Kirby has powerful smashes and quick attacks, but you have more range AND quick attacks too. Run up to him and lay the smackdown by either tossing him like a plush toy, or by smashing him around.

The manhole juggle works well here too. Knock him around a bit, and get him in the air or off the edge. At about 80 percent, a parachute is sufficent to get the Star KO. The Briefcase and Turtle work very well in the air, and the key works, even if he tries to smash you. Kirby's air attacks hurt, but they take a bit to charge, or they have short range.

Watch out for his little drill kick thingy, because its still a nasty move if you are hit, and it will still spike you, though they toned it down a bit. If you toss Kriby off the edge, here's what you do: Toss sausages like mad. Jump twice, and then toss away so you will ruin his multiple jumps. When he does the final cutter, move a little bit backwards, since it still can get you in that cheap spike thingy like in the original.

If he's coming from above with that drill kick, Flag him, or Octopus him. Slam him with the torch if he's equal level with you. Edge guarding Kriby isn't a prob at all. If you are getting guarded, take note of the charge time for his drill kick spike. Humans still like to use it, but you can just move out the way, or trampoline before he gets it off.

Just try to get back on, since he will just attack you and puff back on. Roll after grabbing the ledge, and toss his butt off. Also watch out for a smash attack from the side or above, depending on how you're falling, since they're powerful.

As for throws, don't expect to get grabbed too often, but if you do, they are moderately powerful. If he attempts his throw from the original, and he's facing the very edge, let him grab you, and revel in laughter as he suplexes you, but falls straight down into crack. If its a human, taunt him to no end. Let him have it with that darn bell. Kirby is no real threat, unless he's either skilled, or if its a computer getting cheap all of a sudden. He just has varied attacks, but so do you.

Bowser-Due to your lightweight you are second easiest to KO , Bowsie can be quite a handful. He's a heavyweight, which means it'll take quite a bit of punishment before he begins to even fly, and all of his smash attacks are enough to KO you at a pretty low percentage, charged or not. With Bowser, you might want to get close from time to time, but don't overstay your welcome or you might just see your black visage jet off into the sky.

Bowsie also comes with a particularly nasty set of special moves also. The first, and probably most used move by humans is the Fire Breath. Unlike the Fire Flower, it will trap you slightly if you are hit by it. If you are fully burned, it will rack up a decent amout of damage. However, Bowser will run out after a few seconds, so its not too cheesey. Its also somewhat easy to see coming, since Bowser rears back before flaming you. Another plus is that you can Oil the fire.

If you see him rearing back, jump, and smack him in the face. Your second problem is the Koopa Klaw. Since Bowser is just so freakin big, he automatically gets some good reach with this move. He swipes at you, and if you are faraway, it will knock you upwards for a good damage, not to mention setting you up for his nasty up smash.

If up close, Bowsie grabs you, bites you, and then chucks you backwards. The flying distance and damage are about equal to an original SSB backthrow, meaning you can get killed easily by this. Again, its somewhat slow, but the range is large, so if you are too close for comfort, block and Fire him as he recovers. The third worry is the Whirling Fortress. I love this move when I use Bowser, since its a good one. Anyways, Bowser has some horizontal range on this one, so watch out.

If you are hit on the ground, it will hit once and send you sailing. Get hit in the air, and you get hit multiple times, but its less powerful though it still takes off a lot. A ground hit near the edge at 80 percent can kill you.

Watch out for this move when trying to get Bowser in the air. Not much to say about this, except CPU's and most human players don't use it too often. Don't be too worried about it, but remember that the freak turtle still has this move. His last move, and definitely the most powerful, is the Bowser Bomb. He does his Mario 3 Butt Bounce right on top of your head. Its fast, and you will get nailed if someone knows how to use this. Get hit at about 50 percent while in the air, and its back to the great Game and Watch Heaven for you.

However, if you make him miss, the recovery time for it is abysmal, so use this to do whatever you choose to the giant turtle. Bowser is a lumbering fatbutt character, so the best way to start getting the damage on is to make him miss a smash or special move to leave him open. Once you do that, start using the manhole juggle or a few smashes to soften Bowser up. You can also play keep away with your sausages. If he tries to use fire breath, just jump over it. The sausages work very well against bowser since they all hit him, and if he tries to jump in on you, he can get burnt.

Its very easy to burn Bowser due to his size, so don't be afraid to use Chef as an offensive move. Judgement will also work well if you use it as an air attack since you will probably clock him in the head if you are jumping in. However, don't count on the nine to kill him every time-it will fail if he has low damage.

The briefcase jumpin will work, but if Bowser uses the Koopa Klaw or forwards smash, you might get smote by either one. However, the startup time is usually enough to clock him. Once you can manage to get him up in the air, use Octopus a couple of times to soften him up, then a flag to knock him up a little farther.

Don't follow Bowser up, since he will probably try to sit on you. Let him attempt the Bowser bomb, and then Fire him off and away. Bowser is at his best on the ground, so if you can get him up in the air and stay above or equal level with him, you have an advantage. Watch out for the whirling fortress though, as its his stregnth move in the air, along with the aerial headbutt it takes a little bit to come out though.

If you get too far below Bowser in the air, he will try Bowser Bomb. CPU's do it, and humans will also try to Koopa Klaw you in the air it will usually miss. Just Key him if you are above, and Turtle or Briefcase if you are approaching him.

The key hop manuever also works well against Bowser on the ground. Rolls and air dodges mixed in also will make him miss. Edge guarding the giant turtle is easy, just toss sausages and smash when he whirling fortresses back. You can also grab him and toss him off again if you prefer.

As for yourself, Bowsie can edge guard pretty good. The fire breath will mess up any of your jump attempts- just keep on trampolining until you can get back. However, doing this may set you up for an upwards smash for the kill, so be wary of that. Bowser can also just Klaw you again and throw you far, or he can even be sneaky and do a Bowser Bomb as you land. However, all you have to do is make him miss. The fire breath is usually a guranteed hit if he fires off the edge, but the smash isn't if you know how to fall and make him miss.

The main strategy with Bowser, like other heavyweights, is to make him miss or make a mistake first, and then hit him hard. Don't get too aggressive on the juggles, only throw at high percentages, use the smashes when he misses, and use those sausages to burn him. Ice Climbers-Wheee, its the two annoying eskimo dudes. Since there's two of them, its twice the annoyance for our portable shadow friend. However, the CPU controls one usually Nana , so its not that bad if you look at it.

Their moves, especially the smashes can pack a punch if you're not careful, but remember that the computer mimics the player in most things from jumping to picking up items or attacking. First things first, the specials: the Ice Climbers have a basic B projectile attack that involves sending a small chunk or two of ice along the ground.

It will accelerate if it goes down a slope, but all you have to do is jump over or oil it. If you are hit, there is a random chance of you freezing. It doesn't really damage, so don't worry about it, since neither CPU or human will use it unless they are faraway plus its easy to avoid.

Their second special is the freeze breath. They stand facing opposite directions and start breathing cold breath on both sides.

You may get frozen if hit random , and it will damage if its used over and over again. This move is very easy to counter-just hop above them and key. The third move is the squall hammer-they both spin their hammers and travel.

It will do moderate damage if you get caught in it, so be careful. It also has good horizontal range and can be used in the air too. Their third jump, Belay isn't an offensive move at all. Its like your trampoline in that its used to get you back onto the stage and not for attack. Remember that its one of the highest, if not the highest recovery jumps in the game.

As for the standard attacks, the Ice Climbers are nasty with their smashes since there's two of them. On the flipside, they can't juggle at all. Game and Watch 1, Ice Climbers 0. Anyways, the tried and true Ice Climber strategy works here. Separate the two from each other, and single out the leader you can hit the other one, but the damage doesn't count. The best manuever for this is the Key. Once you've keyed them, the key to victory a great pun lies in singling out the player controlled climber.

Beat the crap out of him, and if at all possible, knock him off the edge. Nana will try to get back to Popo, but just Turtle or knock her out of the way when she gets close, then resume the beatdown on Popo. You will either kill Popo, or get him off the edge, leaving him in a bad position-Belay doesn't work with no Nana, and the Squall Hammer won't give much vertical distance-toss a few sausages to mess up his jump. You can do the same with Nana, leaving one crappy climber to deal with.

Fire works well if you can single out one of them, and if you get them in the air, Octopus them as they fall. The Ice Climbers can't fight in the air, so beat the crap out of them with whatever you choose, and use a parachute around 80 percent for the kill. Don't worry about getting juggled either. Don't throw them when they're together, since the other will usually hit you out of the throw, but do throw if they are at high percentages.

Edge guarding is simple-follow the above if there's only one climber. If there's both of them, sausage them, and let them Belay. The height is enough to get them above you-just Octopus them off into the sky.

They can edge guard well, so watch out for their breath, and ice shots-get frozen and you're screwed. Their forwards smash is also nasty since they hit twice.

Just trampoline above them and get back to the middle of the arena. They aren't a handful unless you lay off on the smashes and keep grounded when close.

Samus-Another long range character, Samus is no problem with Game and Watch, as long as you know when to use Oil Panic.

Unless Samus gets in your face and shoots you before you can oil, the Charge Shot is of no concern. Just oil it in, and when your bucket fills, save it for a fresh opponent-1 full charge and any other stuff is enough to kill someone in one hit at zero damage. At shorter distances, they are a bit harder to dodge, so watch out, since they can cause damage pretty quickly. Computer and some human Sami like to toss bombs while you are chasing them to cover their back-just don't worry about them since they are very weak.

Your last concern of Samus' moves is the Screw attack-this alone makes fighting Samus in the air a major pain, and it'll screw you up pun intended , after a few attacks. Samus has decent smash attacks, but yours are better.

Watch out for the Forward smash, since it can damage you, even if uncharged. The up smash serves mainly to rack up damage, like the original, but it can still kill you if you get hit at a high enough percent. The downwards smash is painful, but it takes a while to come out, and you can always block it.

The computers also love to throw a lot, so watch out for that, because if you are tossed enough times, the damage adds up. If its possible, approach Samus on the ground, jumping over any projectiles oil a charge shot though , and being wary of the Screw attack when you get near Samus. Use the briefcase to start your attack-use a manhole or two to soften her up, and use an octopus for more damage.

Fire works well, since it has great range, and if you are too faraway for fire, a sausage or two isn't a bad idea. Samus is a decent character in close range situations, but if you keep on the offense and on the ground, you will be sure to get a star KO. In the air though, Samus is very cheap. If you hit her, a screw attack is probably going to be the counter, so air dodge if you can. Also watch out for air missiles when approaching. Don't attack from behind in the air, since the backwards kick can nail you too.

Attack from either below, or at an equal level when in the air. Also watch out for bombs if you're juggling her around. Edge guarding Samus can be somewhat more difficult than for other characters, since Samus can jump high, and can use the Grappling Beam to save herself. Humans will also bomb in the air to move forwards and slow their fall.

Toss sausages, as long as she isn't close to the edge to ruin her jumps. Sometimes, humans will screw attack over and over again, hoping that you will unintentionally assist them with sausages stop as soon as one hits , but if you stop, they will simply fall and die. If Samus is below, move out of the way since the screw attack has priority. Also be wary of the grappling beam that samus uses to save herself-you're probably gonna have to smash her off into the KO wall before she gets out of your hair.

Coming from above or to the sides, use Fire or Octopus appropriately watch out again, for bombs from above. Now, if you get knocked off the edge, a computer Samus won't be much of a problem, but humans can give you a nightmare or two. As a Samus player, I can edge guard nicely against anyone. From a distance, homing missiles can and will screw you over. However, I always have a charge shot ready-I shoot the missile first to make them jump, and shoot the blast afterwards to trap them.

Anyways, the missiles can mess you up if you're too faraway to trampoline without a second jump. Watch out for those, and the occasional charge shot. If the edge is sloped, a bomb can roll off the ledge, but if you are hit, just trampoline again.

Also, watch out for that damned meteor attack from more aggressive players-one hit and you're dead. If you have a trampoline to spare, an air dodge can foil Samus' plans. Plan your comeback defensively, and when you get back on, get back to the middle of the stage ASAP. Samus isn't a problem, just watch out for her air superiority and humans' edge guarding tactics.

Jigglypuff-This is an easy battle no matter how you see it, unless you're playing an expert Jigglypuff player which is very rare. Like the original, it is still crap and easy to kill too. Your only concerns with special moves is the rest humans only , rollout human more than CPU , and Pound only if you like to use Helmet a lot.

Anyways, for almost all human players, their trump card is to use the drill kick attack from the air, followed by Rest. This is the only real deadly tactic that it has, but it is cheap.

However, don't get yourself in this situation by not letting her attack from above. If you are in imminent danger, shield, and move it upwards, and then roll out of the way if you can. Otherwise, roll or run to the side and Fire away. The rollout needs time to charge, and is only used at faraway distances-when she rolls your way, Fire it into a smore. The pound is the stock move of her attacks, but its still weak, so use your stronger moves to counter it.

All you need to do is get up close and smash a few times to finish her off a charged attack at 40 percent can kill. Knock her around in the air or whatever, just play volleyball or baseball with Ness until you get the Star KO.

Again, if you're playing a human, watch out for that stupid combo and you'll be fine. For edge guarding, sausage like mad, because Jigglypoo can use Pound and jumps to get some insane distance. When she gets close, Octopus or Fire her off into the KO wall.

Also watch out for CPU's to grab when up close. Luigi-Fight Luigi like you would Mario. The differences between Luigi and Mario are as follows Luigi jumps higher, and falls slower. His fireballs travel in a straight line and die faster. The super jump punch has no horizontal movement, and the cape is replaced by the dorky Green Missile, a.

Luigi is also lighter, so you won't have to smash him around as much as his horizontally challenged bro. The Luigi Cyclone only hits once, is powerful, and has some horizontal movement and speed, so watch out for that at high percentages. Since he's slower, you can do even better up close. Smash away. Edge guarding Luigi is different, however.

Sicne the Jump punch has no horizontal movement, don't expect to be attacked by it. Luigi will use a mixture of the Green Missile and his second jump.

Beware of a misfired missile, since he flies damn far, and if you are hit, you're gonna get fried. If you want to get rid of Luigi very easily, the key is to knock him downward, with a flipper or something. Up close, if you let up for too long, you might get flamed into the sky by his Super Jump Punch from the original, but remember that he has to touch you first. As soon as you get 60 percent, the computer will start to throw you like mad, so keep him at a close distance, but don't get grabbed too often.

For more details, read over the Mario strategy section. Roy-Argh, its another swordsman. Roy is like Link, but a tad slower, heavier, has longer reach, and has no projectiles thank goodness.

Your main concern with Roy is trying to get close enough to attack without getting hit by his strong attacks. Humans can be a pain in the butt with Roy's special moves because of his sword. The charge B move usually will be a stock attack, even uncharged, since those crap hits will add up eventually, as well as mess up air attacks from the front. Some Roy's like to be punks and let you come in and attack-only to use the counter and hit you back.

If a Roy is good enough, he can counter and damage you using only that. As I said before, a professional can handle Mr. While it may take a while to get used to his relative weakness and lack of mass, an expert can easily tear you up, as evidenced by the following move list.

If you don't know the name of the game, find the one which sounds most like what you are looking for. I don't know the names of all of them, but I have listed quite a few by their actual names.

Good for keeping enemies that are trying to get back to the level away. The sausages you fire when pressing B affect random arcs and may overshoot those opponents whose stature is not very tall. Use it on tall enemies to keep them away from you for a long time, or against those who do not have a third jump and are trying to get back to land such as Yoshi. If the skillet touches your opponent while you are using Chef, they will be scolded, damaged badly, and flung quite a distance at a downward angle.

Despite being a non-Smash attack, Manhole has deceptive power. At harder difficulty levels, the AI will eventually catch on if you try to juggle them with this, but easier CPU opponents and hapless human players may never escape a Manhole juggle. At a high percentage, light opponents can be Star KOed by it, but against the heavier people, it's best used as a way to stall while you think of a better strategy.

I personally count on this move quite a bit no matter who I'm fighting. Manhole is a bit harder to use against enemies with decently ranged attacks. Those with weapons or projectiles such as Link definitely present a greater challenge to the Manhole and must be dealt with accordingly. If you need to use Manhole against characters like this, use Key as a good way to get close-up and stun them, and then try Manhole.

If all else fails, don't use it. Thanks to Banning Symington for raising questions on this move. Not a powerful move, I mostly use it running back and forth scoring cheap shots on an enemy with it until they finally catch on and do bad things to me.

Set an enemy aflame and send them reeling in pain. This is a very effective Smash move, but the fact that it's only used from a standing position doesn't help much against the tougher CPUs. But if it does manage to score, you've got basically any enemy with high damage in the bag.

Just make sure it hits or you make yourself wide open for an attack. Highly effective in all cases. Taken from the game "Octopus" where Mr.

No, just kidding, he obviously faces an octopus, and the scuba helmet he wears there has been incorporated into this game as a super-cool Smash Attack. Almost anyone with enough damage dealt to them will go flying, and it's easy to get a Star KO when you're on high ground.

It's hard to say whether this or the Fire Attack is his best Smash. We'll call it a tie and chalk up favorites to personal preference. Best used to get people out of your way and make a quick escape. It will knock most people about here and there, but won't do much unless executed exactly right. Use it mainly in the way described above. The best use I can find for this move is against Master Hand, especially when he's sitting idle and firing lasers from his fingers.

Since as a general rule only projectiles and aerial attacks hit the big Hand, this is good for cheap stamina reduction. You can also use it to surprise those on ledges above you or juggle people for a short time. Acts best as a third jump, though it also deals minor damage.

Trampoline, from the wildly popular Fire Rescue game, has dual uses. The lesser of these is for minor damage, but this sets you up to be hit in midair and is really not recommended for regular use. Instead, use it as a third jump to get back to land in case of an emergency. Trampoline usually only sends Mr. With the potential for an instant kill, this could be the main reason to play as this character. Say Mario shoots a fireball at you or Samus has unleashed a charged-up shot from her arm.

Simply hold Down and press B and you will catch the projectile in a bucket. You can hold up to three projectile attacks in this bucket, after which you can dump the bucket's contents on the enemy at close range, resulting in major damage and an almost guaranteed KO.

Use it often, because you never know Judgment comes packed with several moves in one, but the random effect is based upon the number that appears over your head when you use it. Here is what each number indicates.

You will hear the sound of a Koopa Troopa shell being hit. Can almost be considered not even a Smash. Even makes the sound of a Paper Fan smack. Useful if your damage is high and you need to lower it a little bit. If you are playing with no items on, you will not be able to make food with this ability. Only effective for that reason. This is the absolute most powerful thing Mr. With a percentage at around 60 or 70, even the most powerful characters will go down on their knees.

The more you use it, the better a chance you'll have of scoring a 9, so there's always hope. Since it can't be charged, I don't like to use Judgment from a standing position. In fact, I am often interrupted by a hit when I do so. For that reason, I contend that Judgment is best used as an air ambush, which is the instance where I have the most success with it. Timed correctly while you are high enough above the enemy, the hammer should hit them by the time you touch the ground and can be used greatly in this fashion.

Thanks to Hiemie the Fishboy for correcting this. I like to call it the Credit Card. In any case, it makes for a decent attack from the air. This actually hurts quite a lot, and is definitely the best of the aerial assaults as far as power goes. You'll fall quite quickly when using it, so making contact when they're right under you is almost guaranteed. It's good for pinning people and doing good damage.

Good for multiple cheap shots. For multi-hit combo pulling, there's no better than Turtle, which can score eight or nine hits with one usage. Due to its effectiveness in the air, it's good against Master Hand on just about any difficulty, or against anyone else who has an affinity for sky fighting. Flagman is a great juggling move, and the way Mr. Falling enemies who aren't attacking are most vulnerable to this, but as is the case with any experienced CPU or human, they will see right through your facade and immediately find a way to deal with you.

Funny in a way because it makes Mr. Any air ambush is complete when you add Lion to the mix. Lion has astounding range for an aerial move, so use it to barely get at someone if they're far away from your jump. Parachute does do sufficient damage for its standing as a basic jump attack, but don't think for a second that because it's a parachute that it is in any way conducive to floating ability. Good damage for an aerial basic move, though.

Use it as a good way to surprise your opponents with a really good wallop. Thanks Banning! You can even see the ball when he's executing the throw, and with it, you can send an opponent up, down, or out. I don't really care for it very much, as I'm not able to do much with it, and his Smash Attacks usually are enough to handle any enemy, so there isn't a whole lot of use for Ball.

If you like it, that's fine, but I don't recommend counting on it to do enemies in. The ball also hurts enemies minorly. Look for that frame and get a move in there as often as you can.

Do this by beating either Classic, Adventure, or Target Test with all 24 other characters. Once you do this, Mr. Don't worry if you don't beat him: just beat any of those modes again and you'll get another shot. When you do have him, though, take him through Classic Mode to earn the first of three Mr. When you have this character out of the way, it's generally safe to track down the other and start wailing on him or her.

If they begin to gain up on you, just go gangbusters with any move that gets you out of that kind of jam. With an ally on your side, they can get one character off your back. Most allies are pretty competent in this sense. For strategies against specific teams, a Team Strategies section will be coming around soon. Check back for updates as the situation warrants. As a general strategy, start on the right side and head left.

The one in the door only pops up periodically and may not be there at times, so go for it first. From there, work your way across to the one in the small balcony at the far left. A polished expert will finish in anywhere from three- and-a-half to six seconds. The Strategies Against Individual Characters section contains tips for fighting against the huge varieties of all characters.

Check there for specific hints. They usually go very high up in the air and arc a little before going in. With Mr. If push comes to shove, whittle down their individual energies a little before using said attacks. For more specific strategies against teams of ten or any other teams, look for the Team Strategies section to be coming soon. At the first large fall, press Down to increase the speed of your fall and cut back on time. The path is one-way until you come to a three-directional fork.

Take the middle way, it's the easiest. Jump over the lava onto the polygonal ledges - you'll have to use Trampoline to get to the last one. After this, run as fast as your 2D legs will carry you straight forward to the last door. Also, making it to the last door gives you 80, points and five coins to be used in the lottery or for continuing purposes.

See that section for more help in this area. He won't appear there, and Master Hand will have only HP. The higher the difficulty though, the more HP Master Hand has and the greater probability there is that Crazy Hand will show up.

If you can, try to score a Judgment on either boss. The ability to use it in midair helps out immensely. Run past them and use an upward-pointed aerial move until he stops. The pokes increase gradually in amount of damage dealt and how far they can fling you. Stay away from the third at all costs. Mash buttons or wiggle the joystick madly to escape.

You can tell when he's going for you - he'll move about following you a little and wiggle his fingers rapidly. Run far away when he does this and he'll miss. Just make sure you're pretty close to him. KICK: He'll walk on his fingers and "kick" you. Jump over using Trampoline.

Bound over it with Trampoline. Difficult to avoid, but hit him with Trampoline at the right moment and you shouldn't be affected. SLAP: A simple slap that sends you moderately far.

It's easy to recover if this hits you, but use Trampoline to be safe. Easy to evade by using Trampoline, and deadly if you don't. Again, avoid using Trampoline.

The finger will send you at light speed into space, and at the harder difficulty levels, so will the exhaust from his wrist, so stay clear and use Trampoline when you know he's near.

Be careful when he returns too, because there's still a little bit of fiery smoke left that can hurt you. Then, when Master Hand's energy is at half its maximum, Crazy Hand may or may not come onto the scene. Listed here are only his unique moves and moves of Master Hand's that have been modified to have more power behind them. Chef may hit if you're close enough and jump to reach him. You have been warned. It is harder to escape his than it is Master Hand's as well. There are also a few moves that the two Hands use in conjunction.

Both of these moves hurt A LOT and should be avoided at all costs. The last clap is most likely the death of you. Almost always an instant KO. Concentrate all efforts on Master Hand even after Crazy Hand appears and avoid anything that Crazy Hand brings at you.

Continue to hit Master Hand with attacks like Key and Chef - Manhole is too low to hit him, which is unfortunate. Following Master Hand's demise, turn your attention to the faster, more nimble, and more powerful Crazy Hand. Use the short space between attacks to get in a cheapie on him.

If Judgment can score a 9, you'll take a substantial chunk out of him. Repeat with the air strikes until he's dead, and stay in a state of low percentage as much as possible until then.

When you beat Classic Mode with Mr. You also run the risk of getting hit by Goombas and Koopa Troopas, and the higher the difficulty level, the more they raise your damage percentage by. In the middle of the level, on a raised plateau, you'll fight a team on ten Yoshis.

On easier difficulties, Manhole can be used to Rocket KO all of them, but if you've got the hardness level on up there, you'll need to use Octopus to keep them in the air. If they close in on you and start turning you into an egg, bust out and launch a Judgment air assault, hoping for that beautiful number nine. It would also behoove you to remember that the skillet from the Chef attack can scald enemies and send them flying. After this, walk along the pipe below to the right and try not to suffer any hits if the Yoshi team took a big chunk out of you.

When touching the flagpole, remember that if your time display shows XX:X2:XX at the end of the level, you'll fight Luigi instead of Mario. If you have Mr. This battle can be over quickly if you are quick enough and know which moves of yours are the most powerful.

Since you start in front of Peach, start damaging her until the plumber in the battle gets to your side. At that point they'll start double-teaming on you, so work your way around and start in on Mario or Luigi whoever you're fighting. Both like to use their power moves early and should be with dealt with in a similar manner i.

Try to defeat the plumber in the group first: if you do that then Peach will be a snap. If the numbers were equal, the player can either hit or dodge. This was translated in the Super Smash Bros. Smashpedia Explore. Top Content. Most popular Most visited Super Smash Bros. Ultimate List of Super Smash Bros. Kazuya Super Smash Bros. Ultimate Custom Moves. Helpful pages. Explore Wikis Community Central.



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