Professional Documents
Culture Documents
This is a comprehensive list of all the moves available to this character. They are broken up by
the type of attack they are with the Smashes and Final Smash getting their own sections. A few
notes before we begin:
* Red Skills are range dependant The closer you are, the more damage you do.
* Blue Skills are range dependant The farther away you are, the more damage you do.
* Green Skills can be charged to do more damage.
- Sheik has a rather intense basic combo done by simply hitting the attack button repeatedly. If
you leap into an enemy, hit them with her aerial Forward Kick to stun them, land and then start
performing the Constant Thrusts. You can easily do up to 40% damage if the attacks find their
mark. In the least they really wont be able to do much to you in melee.
- Any sort of combo that you can imagine Sheik is likely fast enough to pull off. However her
problem is that she is seriously lacking in any elimination attack. Your best bet for this is to use a
charged Arm Thrusts smash and then follow them into the air and use upward attacks to keep
them up there, possibly eliminating them off the top of the screen.
- Barring that option simply try to rack up the opponents damage potential and get them up to
120% or more and then perform a Back Kick. This is one of your best chances to actually send
the opponent flying off.
- Much like Zelda, Sheik can teleport around with her Up + Special move. Use this for recovery,
moving around the area and to generally position yourself for maximum damage potential. Heck
you can even use it to escape from enemies and damage anyone who is nearby to you with the
explosion that Sheik gives off.
- As you learn to use the special moves you will learn that her Chain is mostly worthless. Sure
you can wave it around with the analog stick while holding the special attack button but that
doesnt do much. However if you can use it to act as a tether for recovery, much like Samus and
Links long ranged grapples. This is its only real use so learn to double jump, teleport towards the
ledge and then chain grapple to the tip of it and get to safety.
- The Needle attack has been changed as well. Where you used to need to hold the special attack
button to charge it up now when you tap the special button she will begin charging and you must
press the special button again to fire off the needles. You can hold onto the amount of needles
you have by blocking and then restart the charging later. Only use it when on the ground since it
is thrown at an unpredictable angle if you are in the air and is hard to hit foes with.
- Her side smash, the Front Kicks, is actually her weakest smash but it has pretty good range. For
the most part it isnt even worth charging up, simply flick the analog stick to get the kicks off.
When you are actually trying to get in some damage then its time to use the Arm Thrusts or
Spinning Kicks, they have decent range and do really good damage when charged up.
Marths Moves
This is a comprehensive list of all the moves available to this character. They are broken up by
the type of attack they are with the Smashes and Final Smash getting their own sections. A few
notes before we begin:
* Red Skills are range dependant The closer you are, the more damage you do.
* Blue Skills are range dependant The farther away you are, the more damage you do.
* Green Skills can be charged to do more damage.
- Where Ike needs to rely on Counter to avoid damage Marth has a great amount of mobility. He
has one of the best running speeds in the game and can quite rapidly move around the stage with
simple double jumps. As such make sure you learn how to control his quite rapid movements
early on in using him or you will find it hard to hit the sweet spots of his various attacks.
- It might not be the most damaging move in the game but his Shield Breaker can be fairly
impressive at times. When fully charged it will indeed do as its name implies, shattering enemy
barriers with ease. However it is still a quite useful attack in its own right since it has some very
good range and comes out fairly quickly once you stop charging it. As such dont overlook the
meager damage that it does compared to his jumping attacks and smashes, its still quite good.
- Even though its not a necessity you should still learn how to use Counter properly. If timed
properly you can escape from very damaging attacks and return some of it to them. Imagine the
Ice Climbers surprise when they use their strongest attack to do 50% damage and have it reflected
back at them and send them flying.
- Should you be dealing with foes who shield often there is an easy combo to pull off with Marth
that will make them think twice about blocking. Grab your opponent, use Punch Airborne and
then follow it up with a Dolphin Slash. If they land close to you then following it up with a smash
isnt unheard of, especially if theres a wall trapping them there. It may only do 17% damage, if
the smash isnt part of it, but thats still enough to make people think twice about their strategy.
- While Marths up smash, the Upward Stab, does some really good damage it is also really hard
to hit opponents with. The hit frame does seem to extend a bit to his sides even though theres no
reason for it to hit out away from the sword but it still needs you to be really close to the enemy.
- When using Dancing Blade there is a particular way to go about it. You will need to hold
forward and tap the special button in time with Marths attacks to keep the combo going. But as
you attack your foes each of the three follow-up swings can be varied with presses of the analog
stick. The second can be varied by having a neutral analog, pressing forward or pressing down
while the third and fourth have a forward, down or up as attacks.
- As far as recovery attacks go Marth is fairly lacking in them. His Dolphin Slash gets him some
good vertical movement and you can control the fall but its not that big of a help. If you get
pummeled straight off the stage you will be at a loss to get back onto it with just the Dolphin
Slash. As such you are going to have to learn just how high up the slash goes and let yourself fall
a bit and then time your attack just righ tto grab the ledge. Dancing Blade can sometimes help
with horizontal recovery but it isnt appreciable.
- Surprisingly enough Marths Final Smash is a 99% guaranteed one shot KO, no matter how
much health your opponent might have. Even the heavy weights will be taken out if they have
even a single bit of damage done. It seems as if the knockback is fully calculated after the move
itself hits and seems to treat you as if your damage percent is doubled or somesuch. Light fighters
can be destroyed from 0% damage with a single hit of this.
Mr. Game and Watchs Moves
This is a comprehensive list of all the moves available to this character. They are broken up by
the type of attack they are with the Smashes and Final Smash getting their own sections. A few
notes before we begin:
* Red Skills are range dependant The closer you are, the more damage you do.
* Blue Skills are range dependant The farther away you are, the more damage you do.
* Green Skills can be charged to do more damage.
Combat Strategies
As you can likely tell, Mr. Game & Watch isnt exactly a character to be used lightly. He has a
number of insanely odd attacks that can be quite hard to master. Until you learn how to use him
you will likely find yourself stymied by his odd, and slow, movement and the peculiarity of even
his basic attacks. However there are a number of things about him that can make using him a
heck of a lot easier.
- The first thing you will need to learn is that Watch is slow moving and jumping. None of his
movements are particularly fast, even running, so you will often find yourself having difficulty
moving around the stage. If you should find yourself needing to gain some space from your
opponent your only real recourse is to use his aerial recovery, Fire, and bounce away from them
and parachute down to safety. This carries its own risks but he doesnt have many choices.
- In addition to that it should be noted that his special attacks are, by and large, fairly worthless.
By worthless I dont mean that you should never use them but more that you should avoid trying
to rely on them. The Chef move is good for keeping a foe at a distance but you cant rely on it to
deal damage for you. The same goes for the Judge attack for that matter. While there is a chance
that it does a powerful strike on par with the baseball bat theres also a chance it does 1% damage
and your foe proceeds to pummel you. An exception is his Oil Panic which works quite well for
catching projectiles and then returning the favor with an attack of your own.
- The following are the effects from the Judge ability to be confirmed by myself. You will have
some idea as to what G&W is about to do since he has a number over his head. There are 9 total
effects but the others werent all that much different and it was hard to tell what they were doing.
Regardless this is a list of all of the attacks that matter since they have a noticeable effect.
* Does 1% damage to a foe but strangely does 12% to you.
* Does 3% damage with a rapid strike.
* Does 12% damage and causes the opponent to be electrified and stunned for a moment.
* Does 10% damage and sets opponent on fire.
* Does 8% damage and freezes the opponent.
* Does up to 30% damage and operates as a smash with the Home Run Bat. This will often
eliminate even low damage enemies.
- Not only does he have the above issues but he is also one of the lightest characters in the game,
meaning that he has a fair chance at being taken out with a low damage percentage. This makes
practicing with him so that you learn how to use his attacks more critical than with almost any
other character, barring Sonic.
- While most of his normal attacks arent anything all that special there are a few things about
him that should be mainstays of your repertoire. His basic attack, the Gas Spray, should be
abused if you have an enemy trapped near a ledge or a corner. The attack can keep hitting so long
as your opponent is within range so use it and watch the damage rack up. The same goes for the
jumping Turtle attack since it operates mostly the same way. Perform it while close to an enemy
and you will see it do upwards of 25% damage quite easily.
- The best part of using Game & Watch is his smashes. They are all very effective, have decent
range and do quite good damage. Learn to use these three moves to their utmost, including the
range, damage percent and at what point they are able to eliminate your opponents. Youd be
surprised at just how effective it is to smash a foe with a flyswatter.
Princess Peachs Moves
This is a comprehensive list of all the moves available to this character. They are broken up by
the type of attack they are with the Smashes and Final Smash getting their own sections. A few
notes before we begin:
* Red Skills are range dependant The closer you are, the more damage you do.
* Blue Skills are range dependant The farther away you are, the more damage you do.
* Green Skills can be charged to do more damage.
Hand Splits Attack (while running) 4-8% Rush forward and hit the
enemy twice quickly.
Hearts Up + Attack 13% A burst of hearts appear
above Peach.
Leg Slap Down + Attack 10% Slap at the opponents
legs.
Ledge Attack Attack (while hanging) 6% Chase away those pesky
ledge guarders.
Low Kicks Grab / Attack repeatedly 2% Kick the opponent in the
to attack foes shins.
Upwards Smash Up + Grab 8% Toss the enemy up and
punch them higher.
Drop and Sit Down + Grab 7% Knock foe down and then
fall onto them.
Knock Away Left or Right + Grab 8% Grab your opponent and
slap them away.
- While she may not sprint around all over the place, Peach is indeed a light character. This
means that even at low damage percentages she will get sent flying away from strong attacks. To
compensate for this read the below tip.
- One of Peachs greatest assets is the incredible amount of recovery she can pull off. While she
doesnt have a real second jump, holding down the jump button does get her a tiny bit of vertical
height but she can then float for about two second while freely moving. This can get you back to
the stage without much difficulty in most situations. However if you should need it you can then
use her Parasol to get vertical height equal to a second jump and then she floats at a roughly 45
degree angle, quickly to platforms. Plus her Parasol hurts anyone who touches it so it fends off
attacks from above. All in all a rather sweet ability.
- Two of Peachs special abilities bear special note. Vegetable can be useful but the damage it
deals is entirely randomized making it of dubious help. You can get a smiling turnip that does 5%
damage but most often you will get the regular one that does 9%. Rarely will you pull out a red
one that does 30% but hes so rare as to be negligable. Also while her Peach Bomber does nice
damage if you miss you end up on your butt, leaving yourself wide open to counterattack.
- Peach works best when played defensively. By carrying a Vegetable at all times and using it to
interrupt enemy attacks you can try to prevent them from using favored attacks, such as hitting
people while they try to charge attacks. If an enemy is coming in close its time to use Toad to
reflect damage right back at them. By fighting defensively you will overcome Peachs greatest
flaw, her lack of movement speed.
- As a general combat strategy you are better off leaping into foes and using a Leaping Smack
than you are using any of the ground based attacks. The only ground attack worth doing is a point
blank range Split Kick. Otherwise stick to mid-air attacks and her special moves, the others just
dont do enough damage to bother with by and large.
- When you use Peachs Final Smash make sure to heal before you attack the enemy and wake
them up. Each Peach that is dropped heals you for 5% damage and they drop about 10 of them.
You dont want to hit your opponent, them to knock you down and then eat all of the peaches and
heal up entirely on you. Only hit them if youre hitting them with a fully charged smash and think
that it will wipe them out.
- If you want to do some easy damage to your opponent grab them and use the Upward Smash to
send them airborne and immediately use the Peach Parasol. You will leap up into the air with
them, hitting them with the move repeatedly as you go. You should easily rake in at least 20%
damage without much effort.
While you can change suits by using Smash Balls you can also change suits by using one
of the following methods:
Before Matches
Hold the following button on the controller, select Samus and let go of the button before
the match begins:
Gamecube/Classic Controller: Hold the R button
Wii Remote: Hold the Minus button
Wii Remote w/ Nunchuk: Hold the Z Button
* Red Skills are range dependant The closer you are, the more damage you do.
* Blue Skills are range dependant The farther away you are, the more damage you do.
* Green Skills can be charged to do more damage.
Knee meet Face Attack + Grab / Attack 2%+ Beat them senseless, hits
repeatedly 2 or 3x
Upward Throw Up + Grab 10% Fling them up airborne &
follow them to combo.
Ground Slam Down + Grab 6% Drop them & then hit em
with a ground combo.
Sideways Toss Left or Right + Grab 6-9% Fling an opponent to the
side.
Airborne Attacks Command Dmg. Description
Whip Dance Attack 10% Use her whip to hit foes
in front & behind.
Upwards Leg Kick Up + Attack 10% Nothing too special about
this one.
Meteor Smash Down + Attack 10% Same as before sans your
ability to recover.
Twin Kick Toward Opponent + 9% Use this as part of a
Attack combo to injure foes fast.
Mule Kick Away from Opponent + 13% A very powerful
Attack backwards kick.
- When trying to get used to using Samus you can make use of some of her rather simple set up
moves. Dont try anything flashy at first. You will find her Plasma Spray to be quite powerful so
something as simple as knocking them into the air and following up with that can be a good
starting point to better things later on.
- While one of Samus major benefits is her versatility with her two forms she possesses it
doesnt mean you should use the both of them lightly. Her armored form is much more suitable to
newbies and veterans getting back into the stride of the game. Zero Suit Samus is hard to use and
most recommended for expert level users.
- If you are on a stage with a number of other characters make use of Samus weapon
capabilities. Using rapid shots, charged shots and missiles can do some serious damage from a
fair distance and keep you out of the center of fighting.
- Samus also has an ungodly number of ledge guarding skills. From her Plasma Spray to her Low
Sweep to her Missile attacks she can keep enemies from getting back onto the playing area with a
fair bit of ease. The trick is learning when to use what attacks.
- Should you WHEN you find yourself knocked off a platform you are standing on Samus has
one of the more incredible recovery methods. Using bombs you can move horizontally back
towards the platforms without losing much vertical ground so spamming these can get you to the
ledge. From there you can use a Screw Attack to leap onto the ledges and to safety.
- When using Zero Suit Samus make sure to keep to hit-and-run tactics. She isnt powerful
enough to stand toe to toe with most enemies. Flipping around can make your life a lot easier
even while it makes it frustrating for your enemies to hit you.
- Zero Suit form also has a few unique boons to it. If you are attacked by a powerful move you
can use the Flip Jump move to evade damage. In addition her Plasma Wire maneuver can be used
to pull her back to the platform by latching onto it. Pairing up these two can let you recover rather
drastically, almost as good as with the Bomb/Screw Attack combo.
- One of Samus best moves in Zero Suit form is her Stun Strike ability. Its charged form is
totally worthless but using it as a rapid attack, stunning move is of key importance to using her
properly. Each time she hits someone they will be stunned for 2-3 seconds even if the attack isnt
charged at all. This allows you to stun several people to get out of a bad situation or to stun
someone and then open up a combo on them.
Toon Links Moves
This is a comprehensive list of all the moves available to this character. They are broken up by
the type of attack they are with the Smashes and Final Smash getting their own sections. A few
notes before we begin:
* Red Skills are range dependant The closer you are, the more damage you do.
* Blue Skills are range dependant The farther away you are, the more damage you do.
* Green Skills can be charged to do more damage.
Triple Slash Combo Attack x3 (or held) 10% Average 3 hit combo.
- Do take note that Toon Link has all of Links weaknesses and then some. Some of his moves,
namely the Hero Bow, have some pretty bad recovery and his clawshot grapple has an even
worse recovery if you miss. However Toon has some problems of his own, namely how short his
Clawshot is and how ridiculously light the little guy is. The range of his grab, while better than
most characters due to it being a ranged attack, is a fair sight shorter than Links, and not quite as
useful as a recovery move due to this. As for his being light hes a speedster, its expected.
- Due to his rather sad reach a frontal approach isnt always an option. Sure, youve got better
reach than most of Warios attacks (as an example) but any of the sword users will have much
better range. To compensate for this make sure to thoroughly abuse Link, and Toon Links, two
best attacks: the Upward Thrust and Sword Spike. By using these two as needed you can
seriously control your enemies movements and hop around like a hyperactive monkey, taking full
advantage of the speed Toon Link possesses.
- His Sword Spike is actually more useful than regular Links due to a bit of a quirk with it. When
you perform the move he will stop for just a second in mid-air and then come down incredibly
fast with his sword beneath him. It lets you fall rather fast, which is good for getting out of the air
or simply hitting an opponent. In addition to that if you actually hit the opponent just as you start
falling there is a pretty good chance that you will spike them down which makes getting that
second hit from the attack even easier (the bounce).
- When looking to eliminate high percentage opponents there are a few ways to go about it. If
you use his Area Slashes attack, charged, theres a good chance you will send them flying away
especially since it does a fair bit of damage rather quickly. His most damaging option is to use his
Charged Strikes to double hit a foe and send them flying but this can be tricky to land on a highly
mobile opponent. The best course of action is to get foes to a high percent, knock them into the
air and use his Upward Thrust. This attack gets rid of foes rather easily and you can keep hitting
them with it and juggling them to ensure their early demise.
- There are no special properties to his Boomerang attack other than the typical ability to guide it
up or down so there is no real reason to use it most of the time. Youre much better off playing
aggressively and moving in on them if you want to hurt them.
- With how much shorter his Clawshot is than Links you may find yourself in need of a quick,
good recovery. I would suggest letting yourself fall beneath the platform you are aiming for, just
a bit, double jumping and then using the Spin Attack to get closer to the platform and then using
the Clawshot. This will more often than not get you close enough to survive being knocked off of
most stages.