This page lists all of the tips present in Super Smash Bros. for Wii U.

Fighters [ edit ]

Bat Within – If Bayonetta is hit at the start of any dodge or the end of her down special, she’ll transform into a burst of bats and only take half the damage.

– If Bayonetta is hit at the start of any dodge or the end of her down special, she’ll transform into a burst of bats and only take half the damage. Bullet Climax – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she’s firing to let off more shots.

– Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she’s firing to let off more shots. Bullet Climax – Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets.

– Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets. Down Air Attack – Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges.

– Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges. Down Smash Attack – Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges.

– Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges. Fire Guns (Holding Button) – Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky.

– Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky. Fire Guns (Holding Button) – Keep the button held down after any normal attack (and some specials) to fire your guns.

– Keep the button held down after any normal attack (and some specials) to fire your guns. Front Air Attack – Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets!

– Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets! Heel Slide – Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure.

– Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure. Strong Down Attack – Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage.

– Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage. Strong Side Attack – Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after!

– Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after! Witch Time – A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down!

– A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down! Witch Time – A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second.

– A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second. Witch Time – Witch Time won’t last long if you keep using it against every single attack. Keep it in reserve for when you really need it!

– Witch Time won’t last long if you keep using it against every single attack. Keep it in reserve for when you really need it! Witch Twist – The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos.

– The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos. Witch Twist – This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist.

Bowser Bomb – Bowser will leap into the air horns first. Hitting opponents on the way up makes it much easier to clobber them again on the way down.

– Bowser will leap into the air horns first. Hitting opponents on the way up makes it much easier to clobber them again on the way down. Bowser Bomb – If you land this on a shielding enemy, you can break their shield in one hit (see shield break). Just make sure you capitalize afterward with a dropkick!

– If you land this on a shielding enemy, you can break their shield in one hit (see shield break). Just make sure you capitalize afterward with a dropkick! Bowser Bomb – You can grab on to an edge while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly.

– You can grab on to an edge while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly. Fire Breath – Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast!

– Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast! Fire Breath – You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks.

– You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks. Flying Slam – Bowser's target has a bit of control over their direction in the air, too. The lower their damage, the more influence they have (but still not much).

– Bowser's target has a bit of control over their direction in the air, too. The lower their damage, the more influence they have (but still not much). Tough Guy – Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch.

– Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch. Whirling Fortress – Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.

– Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly. Whirling Fortress – Try using this right after shielding an enemy attack. Cancel the shield and whirl toward the enemy to counterattack!

Abandon Ship – After leaping out of the Junior Clown Car, Bowser Jr. can swing a hammer with the standard attack button. This attack is great for launching.

– After leaping out of the Junior Clown Car, Bowser Jr. can swing a hammer with the standard attack button. This attack is great for launching. Abandon Ship – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct.

– Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct. Clown Cannon – This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be.

– This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be. Clown Kart Dash – Input a jump while performing this, and you'll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint.

– Input a jump while performing this, and you'll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint. Clown Kart Dash – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.

– The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal. Mechakoopa – After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes.

– After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes. Mechakoopa – The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while, too.

Blue Falcon – Depending on if he used it in the air or on the ground, Falcon's pose after striking will change. Of course, he won't be happy if he didn't hit anyone...

– Depending on if he used it in the air or on the ground, Falcon's pose after striking will change. Of course, he won't be happy if he didn't hit anyone... Falcon Dive – A leaping grab that sends the opponent flying with explosive force. If it connects, you're free to use the same attack again without landing.

– A leaping grab that sends the opponent flying with explosive force. If it connects, you're free to use the same attack again without landing. Falcon Dive – Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. If you were already facing that way, you can even grab opponents.

– Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. If you were already facing that way, you can even grab opponents. Falcon Kick – The attack is at its most powerful right after pressing the button and loses power as it goes. However, it's a little stronger when used in the air.

– The attack is at its most powerful right after pressing the button and loses power as it goes. However, it's a little stronger when used in the air. Falcon Punch – After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.

– After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns. Falcon Punch – If you input in the opposite direction right after the attack begins, Captain Falcon will turn around and deal a stronger punch. This works in midair, too!

– If you input in the opposite direction right after the attack begins, Captain Falcon will turn around and deal a stronger punch. This works in midair, too! Front Air Attack – There's a violent knee jab at the start of this move. Connect with that for some serious launching power.

– There's a violent knee jab at the start of this move. Connect with that for some serious launching power. Raptor Boost – Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon.

– Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon. Strong Up Attack – If Falcon's heel hits an airborne enemy during this attack, it will dunk them. Try using it on an opponent after they've pulled themselves up from an edge.

Flamethrower – Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it.

– Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it. Flare Blitz – There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too!

– There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too! Flare Blitz – This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too.

– This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too. Mega Evolution – Mega Charizard X takes less damage than usual and won't flinch from attacks. However, taking damage reduces the time it can stay transformed.

– Mega Charizard X takes less damage than usual and won't flinch from attacks. However, taking damage reduces the time it can stay transformed. Midair Jump – Charizard can perform two successive midair jumps. The second one doesn't get as much height as the first, though.

– Charizard can perform two successive midair jumps. The second one doesn't get as much height as the first, though. Rock Smash – Right before smashing a rock, Charizard gets super armor, meaning it won't even flinch if it's attacked!

– Right before smashing a rock, Charizard gets super armor, meaning it won't even flinch if it's attacked! Rock Smash – The rock shards will fly in random directions. Get close to your target to maximize damage.

– The rock shards will fly in random directions. Get close to your target to maximize damage. Strong Up Attack – Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above.

Blade Beam – Cloud releases a shock wave along the ground. As you'd guess by looking, the attack range is quite wide, so you'll need to jump high to clear it.

– Cloud releases a shock wave along the ground. As you'd guess by looking, the attack range is quite wide, so you'll need to jump high to clear it. Blade Beam – The Limit Break version of this attack bursts on impact to hit multiple times. It can even KO opponents if their damage is high enough.

– The Limit Break version of this attack bursts on impact to hit multiple times. It can even KO opponents if their damage is high enough. Blade Beam – The Limit Break version of this move neutralizes thrown items. Try using it as an enemy throws an item to hit them while they're recovering!

– The Limit Break version of this move neutralizes thrown items. Try using it as an enemy throws an item to hit them while they're recovering! Climhazzard – Press the special button again on the way up to slash back down. You can't move sideways on the way down, so be careful during recoveries.

– Press the special button again on the way up to slash back down. You can't move sideways on the way down, so be careful during recoveries. Climhazzard – This move's Limit Break lets you jump higher and even move sideways on the way up! Very useful for recoveries.

– This move's Limit Break lets you jump higher and even move sideways on the way up! Very useful for recoveries. Cross Slash – If you press the button again when connecting with an enemy, you can hit them up to three times. Otherwise, Cloud only attacks once.

– If you press the button again when connecting with an enemy, you can hit them up to three times. Otherwise, Cloud only attacks once. Cross Slash – You only need to press the button once to unleash the full attack if you use your Limit Break. Even better, launching enemies becomes much easier.

– You only need to press the button once to unleash the full attack if you use your Limit Break. Even better, launching enemies becomes much easier. Down Smash Attack – Cloud attacks a foe and then sends the foe flying off behind him. Use this when close to an edge to get out of sticky situations.

– Cloud attacks a foe and then sends the foe flying off behind him. Use this when close to an edge to get out of sticky situations. Finishing Touch – This is Cloud's down special once the Limit Gauge is charged. The tornado doesn't do much damage, but it can KO enemies with its high launching power.

– This is Cloud's down special once the Limit Gauge is charged. The tornado doesn't do much damage, but it can KO enemies with its high launching power. Front Air Attack – Cloud takes a huge vertical swing at an enemy. Hitting an opponent with the tip of the sword has a meteor effect.

– Cloud takes a huge vertical swing at an enemy. Hitting an opponent with the tip of the sword has a meteor effect. Limit Break – Fully charging your Limit Gauge lets you perform a Limit Break, which alters your special attacks and gives them a boost.

– Fully charging your Limit Gauge lets you perform a Limit Break, which alters your special attacks and gives them a boost. Limit Break – Once charged, Cloud's Limit Gauge remains charged until he uses a special move or is knocked out. It won't decrease over time.

– Once charged, Cloud's Limit Gauge remains charged until he uses a special move or is knocked out. It won't decrease over time. Limit Charge – You can cancel charging by pressing the shield button or dodging left or right. Use this to get in a quick charge during quiet moments!

– You can cancel charging by pressing the shield button or dodging left or right. Use this to get in a quick charge during quiet moments! Side Smash Attack – This quick three-hit smash has high launching power on the last hit. The first hit isn't so powerful, so the penalty for getting countered isn't high.

– This quick three-hit smash has high launching power on the last hit. The first hit isn't so powerful, so the penalty for getting countered isn't high. Strong Down Attack – Cloud does a sliding kick over a set distance. He slides so low that this move can be used to dodge some thrown items.

Back Air Attack – Propel yourself forward with a flap of the wings. You can deal some damage and get yourself out of tight spots.

– Propel yourself forward with a flap of the wings. You can deal some damage and get yourself out of tight spots. Counter Surge – This counter is a bit slow compared to others, but it can hit foes on both sides. It’s great for when you’re in the middle of a brawl!

– This counter is a bit slow compared to others, but it can hit foes on both sides. It’s great for when you’re in the middle of a brawl! Counter Surge – This move will knock foes skyward with a fair amount of force, so try using it in a high-up place to really boot them off the stage!

– This move will knock foes skyward with a fair amount of force, so try using it in a high-up place to really boot them off the stage! Down Air Attack – Transform both legs into a single lance and drop straight down. This move deals damage when landing but leaves you open if the enemy uses their shield.

– Transform both legs into a single lance and drop straight down. This move deals damage when landing but leaves you open if the enemy uses their shield. Down Smash Attack – Corrin strikes forward with a sword and backward with a lance-like foot. Try hitting sneaky backstabbers with the point of the lance!

– Corrin strikes forward with a sword and backward with a lance-like foot. Try hitting sneaky backstabbers with the point of the lance! Downward Throw – Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack!

– Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack! Dragon Ascent – Corrin is invincible while charging up power at the start of this move. Practice with the timing and you’ll be able to interrupt enemy attacks!

– Corrin is invincible while charging up power at the start of this move. Practice with the timing and you’ll be able to interrupt enemy attacks! Dragon Ascent – You can slightly adjust your flight angle by pressing in the direction you’re facing. Push in the opposite direction to fly straight up and to a greater height.

– You can slightly adjust your flight angle by pressing in the direction you’re facing. Push in the opposite direction to fly straight up and to a greater height. Dragon Fang Shot – The two stages of this move—shooting water and the bite attack—can both be charged by holding down the button at the right point.

– The two stages of this move—shooting water and the bite attack—can both be charged by holding down the button at the right point. Dragon Fang Shot – The water projectile will paralyze whoever it hits, giving you the time you need to follow up with a fully charged biting attack!

– The water projectile will paralyze whoever it hits, giving you the time you need to follow up with a fully charged biting attack! Dragon Lunge – After launching this move from the ground, quickly press the attack button to instantly skewer the ground.

– After launching this move from the ground, quickly press the attack button to instantly skewer the ground. Dragon Lunge – Skewering surfaces with this move allows for follow-up moves, such as recovering from falls by skewering a wall and then leaping to safety!

– Skewering surfaces with this move allows for follow-up moves, such as recovering from falls by skewering a wall and then leaping to safety! Dragon Lunge – You can keep enemies from moving for a while if you pierce them while skewering a surface. Beware: opponents can escape by wiggling around!

– You can keep enemies from moving for a while if you pierce them while skewering a surface. Beware: opponents can escape by wiggling around! Side Smash Attack – Charge this move to juggle foes with Corrin’s sword Yato before unleashing the coup de grâce! It has a long range and can be aimed up or down a little!

– Charge this move to juggle foes with Corrin’s sword Yato before unleashing the coup de grâce! It has a long range and can be aimed up or down a little! Side Smash Attack – Try to get the hang of hitting opponents with the point of Corrin’s lance-arm, as that part inflicts more damage than the rest.

– Try to get the hang of hitting opponents with the point of Corrin’s lance-arm, as that part inflicts more damage than the rest. Up Smash Attack – Corrin gets low and attacks straight up with lance-like arms. Try to hit enemies with the points for more damage.

Dark Pit Staff – This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage.

– This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage. Electroshock Arm – Dark Pit charges forward and launches foes upward at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage.

– Dark Pit charges forward and launches foes upward at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage. Silver Bow – Compared to those from Pit's Palutena Bow, these arrows disappear more quickly and can't be steered as much. But they deal more damage in return.

Banana Peel – If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it.

– If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it. Banana Peel – In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip!

– In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip! Banana Peel – You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice.

– You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice. Monkey Flip – After grabbing on to opponents with this move, press the attack button to launch them sideways or press up to jump off their head!

– After grabbing on to opponents with this move, press the attack button to launch them sideways or press up to jump off their head! Monkey Flip – If you don't jump when you're finished attacking, you can use another move immediately. That's a good time to escape with Rocketbarrel Boost.

– If you don't jump when you're finished attacking, you can use another move immediately. That's a good time to escape with Rocketbarrel Boost. Monkey Flip – If you grab foes in the air, you'll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack.

– If you grab foes in the air, you'll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack. Monkey Flip – While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power.

– While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power. Monkey Flip – You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies...

– You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies... Peanut Popgun – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits!

– Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits! Peanut Popgun – The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch.

– The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch. Peanut Popgun – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire.

– While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire. Rocketbarrel Boost – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own.

– If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own. Rocketbarrel Boost – If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies.

– If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies. Rocketbarrel Boost – You can also move horizontally. You'll go right through enemies even if they're shielding, but if you go over the edge, you're done for!

– You can also move horizontally. You'll go right through enemies even if they're shielding, but if you go over the edge, you're done for! Rocketbarrel Boost – You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!

Forward Throw – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.

– Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though. Giant Punch – When this move is fully charged, steam will come out of Donkey Kong's head. It deals a powerful blow, but your foes will see it coming.

– When this move is fully charged, steam will come out of Donkey Kong's head. It deals a powerful blow, but your foes will see it coming. Hand Slap – DK's Hand Slap affects a large area around him. However, it won't hit airborne fighters.

– DK's Hand Slap affects a large area around him. However, it won't hit airborne fighters. Headbutt – Use this move to bury your opponents if they're on the ground or meteor-smash them in midair.

– Use this move to bury your opponents if they're on the ground or meteor-smash them in midair. Konga Beat – Donkey Kong's pose at the end of his bongo solo will change depending on if you missed any of the beats.

– Donkey Kong's pose at the end of his bongo solo will change depending on if you missed any of the beats. Shield Break – Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields...and spirits.

– Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields...and spirits. Spinning Kong – This move doesn't offer a lot of lift, but it can carry Donkey Kong a fair distance left or right.

Capsules – The capsules bounce higher than Mario's fireballs. Also, since they're physical projectiles, energy-absorbing specials won't work on them.

– The capsules bounce higher than Mario's fireballs. Also, since they're physical projectiles, energy-absorbing specials won't work on them. Capsules – The capsules Dr. Mario throws are selected at random from nine different combinations of red, blue, and yellow. The difference is only cosmetic.

– The capsules Dr. Mario throws are selected at random from nine different combinations of red, blue, and yellow. The difference is only cosmetic. Downward Throw – Unlike Mario's down throw, Dr. Mario's always sends the foe bouncing upward, so you can follow it up more easily with an air attack.

– Unlike Mario's down throw, Dr. Mario's always sends the foe bouncing upward, so you can follow it up more easily with an air attack. Dr. Tornado – Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover.

– Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover. Front Air Attack – Unlike Mario's similar move, this will never have a meteor effect regardless of your timing, but it is strongest when his fist is directly in front of him.

– Unlike Mario's similar move, this will never have a meteor effect regardless of your timing, but it is strongest when his fist is directly in front of him. Super Sheet – This move doesn't have as much horizontal range as Mario's Cape, but it has more range vertically, so lure your foes in and then strike!

Clay Shooting – If the clay pigeon from this move and the can from Trick Shot are on-screen at the same time, the shooter will aim for the clay pigeon.

– If the clay pigeon from this move and the can from Trick Shot are on-screen at the same time, the shooter will aim for the clay pigeon. Clay Shooting – Press the button once to throw a clay pigeon forward, and then press again to shoot. The third shot will hit, breaking the clay and hurting foes.

– Press the button once to throw a clay pigeon forward, and then press again to shoot. The third shot will hit, breaking the clay and hurting foes. Duck Jump – The duck grabs the dog and carries him through the air. Once started, this move can't be stopped.

– The duck grabs the dog and carries him through the air. Once started, this move can't be stopped. Trick Shot – Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can.

– Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can. Trick Shot – If the Duck Hunt dog and duck are near the can when it's shot, the duo will crouch down and cover their ears, leaving them vulnerable for a moment.

– If the Duck Hunt dog and duck are near the can when it's shot, the duo will crouch down and cover their ears, leaving them vulnerable for a moment. Trick Shot – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target.

– This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target. Wild Gunman – The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom!

– The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom! Wild Gunman – The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, the beardy one, and then the lanky one .

– The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, . Wild Gunman – The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones.

– The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones. Wild Gunman – The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one!

– The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one! Wild Gunman – The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal.

– The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal. Wild Gunman – This move summons a pixelated gunman who shoots straight ahead. The gunman selected is random, and each one works a little differently.

Blaster – Unlike Fox's Blaster, Falco's Blaster can make opponents flinch. It fires faster when airborne.

– Unlike Fox's Blaster, Falco's Blaster can make opponents flinch. It fires faster when airborne. Falco Phantasm – Falco Phantasm can send an airborne enemy straight down use it to dunk them into the abyss!

– Falco Phantasm can send an airborne enemy straight down use it to dunk them into the abyss! Fire Bird – Inertia makes this move slower than Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment.

– Inertia makes this move slower than Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment. Low Air Phantasm – You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway.

– You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway. Reflector – The energy shield can also knock down enemies, so it can be used to slow an opponent down in addition to reflecting projectiles.

– The energy shield can also knock down enemies, so it can be used to slow an opponent down in addition to reflecting projectiles. Standard Air Attack – If you land just before the final attack in Falco's midair combo, you can move straight into a standard combo on the ground.

– If you land just before the final attack in Falco's midair combo, you can move straight into a standard combo on the ground. Strong Down Attack – This move can launch an enemy off the stage with one hit if their damage is high enough. You're not left vulnerable, so it's a low-risk way to KO foes.

Blaster – The blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance.

– The blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance. Fox Illusion – When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful.

– When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful. Front Air Attack – Try timing the fifth strike to hit your opponent just before you hit the ground. When your opponent bounces, that's your chance for a follow-up attack.

– Try timing the fifth strike to hit your opponent just before you hit the ground. When your opponent bounces, that's your chance for a follow-up attack. Reflector – This move can reflect projectiles, and it also damages nearby opponents when activated.

– This move can reflect projectiles, and it also damages nearby opponents when activated. Reflector – Using Reflector in midair slows down Fox's fall back to the ground. Using this when an enemy is about to attack from below can throw off their timing.

Flame Choke – After being grabbed by this move, it's possible to recover just before being slammed to the ground.

– After being grabbed by this move, it's possible to recover just before being slammed to the ground. Flame Choke – An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground.

– An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground. Flame Choke – You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before your grab.

– You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before your grab. Strong Down Attack – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks.

– A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks. Strong Up Attack – It's a slow attack, but it can do more damage than a smash attack. Even if defended against, the attack can break all but a perfect shield.

– It's a slow attack, but it can do more damage than a smash attack. Even if defended against, the attack can break all but a perfect shield. Warlock Punch – After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns.

– After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns. Warlock Punch – This attack is much more powerful when used in the air. However, you'll have to use a Bunny Hood or high platforms to find enough time to pull it off.

– This attack is much more powerful when used in the air. However, you'll have to use a Bunny Hood or high platforms to find enough time to pull it off. Wizard's Foot – Used on the ground, this move is a horizontal flying kick. In the air, it goes downward instead and has a meteor effect at the very start.

Hydro Pump – Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst.

– Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst. Hydro Pump – The water flow doesn't just cause damage it can also push your foes if you hit them just right.

– The water flow doesn't just cause damage it can also push your foes if you hit them just right. Substitute – After successfully countering with this, input a direction and you'll reappear in that direction and attack.

– After successfully countering with this, input a direction and you'll reappear in that direction and attack. Substitute – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack!

– This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack! Water Shuriken – The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching.

Aether – During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!

– During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well! Aether – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!

– Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! Back Air Attack – This is the quickest of all Ike's air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow.

– This is the quickest of all Ike's air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow. Down Smash Attack – The backward strike of Ike's down smash deals more damage and launches farther than the forward strike.

– The backward strike of Ike's down smash deals more damage and launches farther than the forward strike. Eruption – A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground.

– A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground. Quick Draw – You'll be left defenseless after using this move in midair, but you'll be good to go if you use it right before you hit the ground.

– You'll be left defenseless after using this move in midair, but you'll be good to go if you use it right before you hit the ground. Standard Attack – There are three levels of attack: a punch, a kick, and a sword swing. All pretty handy, since they're quicker than Ike's other moves!

Down Smash Attack – This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally.

– This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally. Pound – A simple punch that travels horizontally. You can use it repeatedly in midair combine it with jumps to stay aloft for a very long time.

– A simple punch that travels horizontally. You can use it repeatedly in midair combine it with jumps to stay aloft for a very long time. Pound – This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking.

– This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking. Rest – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.

– Opponents launched by Rest will get a flower on their heads. Talk about insult to injury. Rest – This move is hard to hit with but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack.

– This move is hard to hit with but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack. Rollout – When you hit a foe with this, you'll bounce up and then be unable to do anything until you land. Try to avoid hitting foes with it if you're trying to recover!

– When you hit a foe with this, you'll bounce up and then be unable to do anything until you land. Try to avoid hitting foes with it if you're trying to recover! Rollout – While rolling on the ground, press in the opposite direction to make a quick turn. It won't work if you're airborne, but it'll slow you down.

– While rolling on the ground, press in the opposite direction to make a quick turn. It won't work if you're airborne, but it'll slow you down. Shield – If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage.

– If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage. Sing – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap.

Gordo Throw – Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces.

– Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces. Gordo Throw – Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up.

– Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up. Gordo Throw – With the right timing, an opponent can hit a Gordo back at you. You can then hit it back again, quickly turning a fierce battle into a game of Gordo tennis.

– With the right timing, an opponent can hit a Gordo back at you. You can then hit it back again, quickly turning a fierce battle into a game of Gordo tennis. Inhale – After inhaling opponents, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other!

– After inhaling opponents, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other! Inhale – Dedede is already perfect, so his Inhale won't copy abilities. Instead, it has a longer range than Kirby's.

– Dedede is already perfect, so his Inhale won't copy abilities. Instead, it has a longer range than Kirby's. Jet Hammer – If King Dedede's damage goes over 100%, he can keep charging this move past maximum without taking damage.

– If King Dedede's damage goes over 100%, he can keep charging this move past maximum without taking damage. Jet Hammer – It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too!

– It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too! Strong Down Attack – He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack.

– He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack. Super Dedede Jump – After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up.

Copy Copying – Kirby can steal a copy ability from another Kirby who's already copied someone else's ability. Confused yet?

– Kirby can steal a copy ability from another Kirby who's already copied someone else's ability. Confused yet? Final Cutter – Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents.

– Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents. Hammer Flip – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.

– If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge. Hammer Flip – When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.

– When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing. Inhale – If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies!

– If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies! Inhale – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!

– In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt! Inhale – When Kirby copies a Mii Fighter, he'll wear a mask that looks like the Mii Fighter's face. Only the face itself is taken, though headgear not included.

– When Kirby copies a Mii Fighter, he'll wear a mask that looks like the Mii Fighter's face. Only the face itself is taken, though headgear not included. Jump – Kirby's light body lets him jump six times more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back!

– Kirby's light body lets him jump six times more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back! Lucario Copy Ability – Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger.

– Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger. Rosalina & Luma Copy Ability – Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, though it flies forward and then vanishes.

– Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, though it flies forward and then vanishes. Stone – Kirby's form is different each time he uses this, but the move's effect is the same.

– Kirby's form is different each time he uses this, but the move's effect is the same. Stone – While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players!

– While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players! Taunt – Taunt to discard your current Copy Ability. Find the most opportune moment to change your ability!

Bomb – While holding a bomb, press the grab button just before landing to drop it at your feet without it going off. Leave this present for your foes!

– While holding a bomb, press the grab button just before landing to drop it at your feet without it going off. Leave this present for your foes! Bomb – Your bombs are special ones - the explosion from hitting an enemy won't hurt you.

– Your bombs are special ones - the explosion from hitting an enemy won't hurt you. Dash Attack – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.

– Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful. Hero's Bow – The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight.

– The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight. Hylian Shield – Link's Hylian Shield blocks all projectiles, no matter how powerful. Link won't take any damage at all.

– Link's Hylian Shield blocks all projectiles, no matter how powerful. Link won't take any damage at all. Hylian Shield – Link's Hylian Shield can block projectiles, but it won't block anything while you're attacking.

– Link's Hylian Shield can block projectiles, but it won't block anything while you're attacking. Midair Clawshot – When you fire the Clawshot by using a grab in midair, it extends a long way, making it useful against tall foes or those approaching from below.

– When you fire the Clawshot by using a grab in midair, it extends a long way, making it useful against tall foes or those approaching from below. Side Smash Attack – Press the button again to attack a second time. The second attack has more launching power.

– Press the button again to attack a second time. The second attack has more launching power. Standard Attack – Opponents struck by the full three-hit combo will get launched, or you can combine the first two hits with up or down smash attacks to keep things fresh.

– Opponents struck by the full three-hit combo will get launched, or you can combine the first two hits with up or down smash attacks to keep things fresh. Triforce Slash – If a foe has gotten in close to try and avoid your Final Smash, double-tap them with your standard attack to push them back to the ideal range.

Giga Mac – As Giga Mac, Little Mac has more power and speed than usual. He also won't flinch from attacks, but he'll still take damage as normal.

– As Giga Mac, Little Mac has more power and speed than usual. He also won't flinch from attacks, but he'll still take damage as normal. Jolt Haymaker – Press the button during the jump, and you can deliver the punch more quickly. You won't move as far, though, so consider that before using it.

– Press the button during the jump, and you can deliver the punch more quickly. You won't move as far, though, so consider that before using it. Jolt Haymaker – You get a window of invincibility if you start this move on the ground, but not in the air. So be careful!

– You get a window of invincibility if you start this move on the ground, but not in the air. So be careful! KO Uppercut – Little Mac's KO Meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt!

– Little Mac's KO Meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt! Rising Uppercut – Little Mac zooms upward with a powerful uppercut. He travels farther when used on the ground than when used in the air.

– Little Mac zooms upward with a powerful uppercut. He travels farther when used on the ground than when used in the air. Side Smash Attack – If you press up when performing Little Mac's side smash, it will change into an uppercut that sends enemies flying upward.

– If you press up when performing Little Mac's side smash, it will change into an uppercut that sends enemies flying upward. Slip Counter – Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him!

– Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him! Straight Lunge – This attack gives you super armor while charging up and while dashing forward. This is especially prominent when it's fully charged.

– This attack gives you super armor while charging up and while dashing forward. This is especially prominent when it's fully charged. Unique Traits – At high damage levels, bruises and a bandage appear on Little Mac's face. Also, since he's a boxer, he never attacks using his legs.

Aura – Lucario's Aura power increases as it takes damage. At 190%, Lucario's attacks are 2.5 times normal strength, but it's possible to grow even stronger...

– Lucario's Aura power increases as it takes damage. At 190%, Lucario's attacks are 2.5 times normal strength, but it's possible to grow even stronger... Aura Sphere – Aura Sphere can damage opponents while it's charging. Try dropping onto a foe from above while charging it!

– Aura Sphere can damage opponents while it's charging. Try dropping onto a foe from above while charging it! Extreme Speed – The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen!

– The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen! Extreme Speed – This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.

– This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly. Force Palm – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.

– Force Palm deals more damage and has a greater range if Lucario's Aura is stronger. Grab Attack – If Lucario has taken a lot of damage, it can pull off this move quickly and do a lot of damage thanks to Aura.

Back Air Attack – This powerful kick has a meteor effect. Try to hit with Lucas’s knee for the best result!

– This powerful kick has a meteor effect. Try to hit with Lucas’s knee for the best result! Down Air Attack – Unleash a sequence of four kicks downward. Start the attack at the peak of a jump to make it easier to land all four blows!

– Unleash a sequence of four kicks downward. Start the attack at the peak of a jump to make it easier to land all four blows! Down Smash Attack – This attack deals less damage with repeated use, but its range improves. You can reach enemies hiding below you or ones hanging on an edge.

– This attack deals less damage with repeated use, but its range improves. You can reach enemies hiding below you or ones hanging on an edge. PK Fire – Shoot a blast of fire straight forward. Once it connects, it will become pillars of fire. A short-range attack that is great for hitting and launching multiple enemies.

– Shoot a blast of fire straight forward. Once it connects, it will become pillars of fire. A short-range attack that is great for hitting and launching multiple enemies. PK Fire – This move can disrupt incoming attacks and projectiles, but it leaves Lucas vulnerable for a time. Be careful!

– This move can disrupt incoming attacks and projectiles, but it leaves Lucas vulnerable for a time. Be careful! PK Freeze – Hold down the button and a direction to extend the projectile’s arc, but remember the ice only bursts once you let go, so plan carefully!

– Hold down the button and a direction to extend the projectile’s arc, but remember the ice only bursts once you let go, so plan carefully! PK Freeze – The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage!

– The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage! PK Thunder – This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground.

– This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground. PK Thunder – The orb from this attack won’t disappear when it hits your rivals. Shock multiple opponents!

– The orb from this attack won’t disappear when it hits your rivals. Shock multiple opponents! PSI Magnet – After grabbing a projectile with this move, Lucas can roll backward. By releasing the button at the right time, you can also disrupt enemy attacks.

– After grabbing a projectile with this move, Lucas can roll backward. By releasing the button at the right time, you can also disrupt enemy attacks. PSI Magnet – This move lets Lucas absorb energy-based projectiles and heal himself. It’ll even slow his descent while airborne!

– This move lets Lucas absorb energy-based projectiles and heal himself. It’ll even slow his descent while airborne! Rope Snake – The Rope Snake extends Lucas’s reach for grabbing foes and edges. It can reach especially far in midair.

– The Rope Snake extends Lucas’s reach for grabbing foes and edges. It can reach especially far in midair. Rope Snake – You can’t grab and throw opponents in midair, but don’t worry-this attack will still hurt them!

– You can’t grab and throw opponents in midair, but don’t worry-this attack will still hurt them! Up Smash Attack – This attack has the greatest launching power of any move. However, it will leave you wide open after using it, and envious enemies may punish you for missing.

– This attack has the greatest launching power of any move. However, it will leave you wide open after using it, and envious enemies may punish you for missing. Up Smash Attack – This attack will move upward when you use it. It’s strongest if you catch an enemy with the start. Not even enemies hanging on an edge are safe!

Lucina vs. Marth – Marth's sword deals more damage at the tip, but Lucina's is the same all the way along. That aside, their moves are fundamentally pretty similar.

– Marth's sword deals more damage at the tip, but Lucina's is the same all the way along. That aside, their moves are fundamentally pretty similar. Critical Hit – Lucina dashes forward and launches any foes in her path. It goes quite far if nothing gets in its way, so swing your sword before you go off-screen!

– Lucina dashes forward and launches any foes in her path. It goes quite far if nothing gets in its way, so swing your sword before you go off-screen! Strong Up Attack – Lucina cuts an arc through the air with her sword. This does the most damage at the back, so try using it on foes standing close behind you!

Down Taunt – If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying!

– If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying! Fireball – Luigi's green fireballs don't travel as far as his brother's, but they're slightly more powerful and they can bounce off of walls.

– Luigi's green fireballs don't travel as far as his brother's, but they're slightly more powerful and they can bounce off of walls. Green Missile – If you charge this for too long, he'll get worn out and give up. Let him catch his breath, and then try again.

– If you charge this for too long, he'll get worn out and give up. Let him catch his breath, and then try again. Green Missile – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!

– This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful! Green Missile – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.

– This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases. Luigi Cyclone – If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack.

– If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack. Luigi Cyclone – Press the button repeatedly while using this attack to move upward. This effect is stronger in midair, so use it to chase people or for recovery.

– Press the button repeatedly while using this attack to move upward. This effect is stronger in midair, so use it to chase people or for recovery. Shield – When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times.

– When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times. Standard Air Attack – This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.

– This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again. Super Jump Punch – Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.

– Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power. Up Smash Attack – Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!

Cape – This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage!

– This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage! Cape – Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit great for dodging!

– Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit great for dodging! F.L.U.D.D. – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.

– A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around. F.L.U.D.D. – F.L.U.D.D. isn't just for pushing fighters it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs.

– F.L.U.D.D. isn't just for pushing fighters it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs. F.L.U.D.D. – F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready!

– F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready! Front Air Attack – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.

– It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins. Up Smash Attack – A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.

Counter – The counter depends on the attack it is countering. A countered smash attack may KO an opponent!

– The counter depends on the attack it is countering. A countered smash attack may KO an opponent! Dancing Blade – Hold toward the foe you're attacking on the fourth swing for an attack that launches foes much farther than the up or down versions.

– Hold toward the foe you're attacking on the fourth swing for an attack that launches foes much farther than the up or down versions. Dancing Blade – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike!

– Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike! Dancing Blade – Marth's sword leaves a trail as he swings it, and the color reflects the attack's height. Blue is high, red is middle, and green is low.

– Marth's sword leaves a trail as he swings it, and the color reflects the attack's height. Blue is high, red is middle, and green is low. Dancing Blade – Press down on the fourth swing to finish your combo with a powerful blow to your opponent's feet!

– Press down on the fourth swing to finish your combo with a powerful blow to your opponent's feet! Dancing Blade – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs!

– Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs! Dancing Blade – Use Dancing Blade midjump to make Marth rise slightly in the air. Even during low jumps, you'll be able to use the attack multiple times with this method.

– Use Dancing Blade midjump to make Marth rise slightly in the air. Even during low jumps, you'll be able to use the attack multiple times with this method. Shield Breaker – This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.

Crash Bomber – This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to other fighters by bumping into them.

– This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to other fighters by bumping into them. Down Air Attack – After Mega Man's fist flies a little way from his body, it has a meteor effect. To send foes flying down, you'll want to leave a little distance.

– After Mega Man's fist flies a little way from his body, it has a meteor effect. To send foes flying down, you'll want to leave a little distance. Leaf Shield – If you grab someone while the Leaf Shield's up, you can do a combo attack: a throw plus the damage from the leaves.

– If you grab someone while the Leaf Shield's up, you can do a combo attack: a throw plus the damage from the leaves. Leaf Shield – You can't use other specials while the Leaf Shield is up, so if you're offstage and need to use your up special, better get rid of this first!

– You can't use other specials while the Leaf Shield is up, so if you're offstage and need to use your up special, better get rid of this first! Mega Legends – The Black Hole Bomb will explode when it hits a foe, or you can blow it up by pressing the special button. Use that method to draw in nearby foes.

– The Black Hole Bomb will explode when it hits a foe, or you can blow it up by pressing the special button. Use that method to draw in nearby foes. Metal Blade – The Metal Blade will deal more damage if you let it get stuck in a wall and then pick it up and use it as an item. Your foes can pick it up too, though!

– The Metal Blade will deal more damage if you let it get stuck in a wall and then pick it up and use it as an item. Your foes can pick it up too, though! Rush Coil – When Rush is standing there after you use this move, he'll bounce you higher than when you first use it. Other players can jump on him too!

– When Rush is standing there after you use this move, he'll bounce you higher than when you first use it. Other players can jump on him too! Side Smash Attack – Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it!

– Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it! Strong Up Attack – The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around!

– The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around! Up Air Attack – Mega Man can launch a little tornado upward. If opponents get caught in this minigale, they'll be carried up into the air!

Dimensional Cape – Meta Knight wraps himself in his cape and disappears. If you keep holding the button, he'll strike when he's back!

– Meta Knight wraps himself in his cape and disappears. If you keep holding the button, he'll strike when he's back! Dimensional Cape – While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint.

– While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint. Downward Throw – Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a front air attack.

– Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a front air attack. Drill Rush – If you direct Meta Knight toward the ground, he'll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you.

– If you direct Meta Knight toward the ground, he'll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you. Drill Rush – While Meta Knight's rushing through the air like a drill, you can adjust his direction.

– While Meta Knight's rushing through the air like a drill, you can adjust his direction. Flurry Attack – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do “standard attacks.”

– Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do “standard attacks.” Mach Tornado – The tornado created around Meta Knight can destroy any weak projectiles it hits.

– The tornado created around Meta Knight can destroy any weak projectiles it hits. Shuttle Loop – Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes.

– Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes. Shuttle Loop – This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent.

– This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent. Shuttle Loop – You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground.

– You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground. Strong Side Attack – The third strike of Meta Knight's strong side attack is powerful enough to launch opponents.

Confusion – This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles.

– This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles. Disable – The higher the target's damage, the longer they'll be stunned for. However, if the move is reflected, Mewtwo will be stunned instead.

– The higher the target's damage, the longer they'll be stunned for. However, if the move is reflected, Mewtwo will be stunned instead. Disable – This powerful move requires eye contact to work. If the enemy is looking, it can stun them, but if not... Well, it's not much of a staring contest.

– This powerful move requires eye contact to work. If the enemy is looking, it can stun them, but if not... Well, it's not much of a staring contest. Down Smash Attack – This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it.

– This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it. Forward Throw – Mewtwo will throw an enemy and quickly fire Shadow Ball five times. Each projectile doesn't do much damage, but it can hit multiple foes.

– Mewtwo will throw an enemy and quickly fire Shadow Ball five times. Each projectile doesn't do much damage, but it can hit multiple foes. Front Air Attack – This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it!

– This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it! Shadow Ball – Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge.

– Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge. Shadow Ball – This move does more damage the longer it's charged...but it also has more recoil. The recoil is stronger when this move is used in midair.

– This move does more damage the longer it's charged...but it also has more recoil. The recoil is stronger when this move is used in midair. Side Smash Attack – The shockwave does more damage at the very edges than at the core. Watch what you're doing, and try to attack with the edge of the wave.

– The shockwave does more damage at the very edges than at the core. Watch what you're doing, and try to attack with the edge of the wave. Standard Air Attack – Hitting an enemy with this doesn't do much damage, but it hits multiple times. If you time it right, it can even launch foes.

– Hitting an enemy with this doesn't do much damage, but it hits multiple times. If you time it right, it can even launch foes. Strong Down Attack – You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail.

– You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail. Teleport – If Mewtwo finishes this move on the ground, Mewtwo will stop in place, but if the move finishes in the air, Mewtwo's momentum will carry it a bit farther.

– If Mewtwo finishes this move on the ground, Mewtwo will stop in place, but if the move finishes in the air, Mewtwo's momentum will carry it a bit farther. Teleport – If Mewtwo hits a platform while teleporting, it will slide across it. You can adjust its destination with directional inputs.

– If Mewtwo hits a platform while teleporting, it will slide across it. You can adjust its destination with directional inputs. Teleport – Mewtwo will disappear for a moment, reappearing elsewhere on the stage. Mewtwo is completely invulnerable while teleporting.

– Mewtwo will disappear for a moment, reappearing elsewhere on the stage. Mewtwo is completely invulnerable while teleporting. Up Smash Attack – This attack can strike an enemy multiple times if you can hit them at the right time. It's very difficult to escape this attack before it's over.

Burning Dropkick – This move combines a big forward leap with a drop kick. Also it's on fire. Charge it up for some serious power, distance, and speed.

– This move combines a big forward leap with a drop kick. Also it's on fire. Charge it up for some serious power, distance, and speed. Exploding Side Kick – Input in the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage.

– Input in the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage. Feint Jump – A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick.

– A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick. Foot Flurry – On the ground, this flurry of kicks will move forward, ending with an upward kick. In the air, you'll hover in place and kick downward.

– On the ground, this flurry of kicks will move forward, ending with an upward kick. In the air, you'll hover in place and kick downward. Headache Maker – After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect.

– After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect. Head-On Assault – If you're facing an edge, you can grab it in the middle of this move but it won't work if you're facing away from the edge. Careful, kiddo.

– If you're facing an edge, you can grab it in the middle of this move but it won't work if you're facing away from the edge. Careful, kiddo. Head-On Assault – This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it.

– This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it. Helicopter Kick – When performing this move, pressing left or right will let you change the direction of the kick.

– When performing this move, pressing left or right will let you change the direction of the kick. Onslaught – A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair!

– A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair! Piston Punch – This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents.

– This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents. Shot Put – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.

– Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery. Soaring Axe Kick – A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.

– A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect. Soaring Axe Kick – When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge.

– When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge. Ultimate Uppercut – This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start.

– This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start. Up Smash Attack – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above.

Absorbing Vortex – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit.

– A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit. Arm Rocket – This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff.

– This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff. Bomb Drop – This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover!

– This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover! Cannon Uppercut – Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast!

– Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast! Charge Blast – This move is super powerful when fully charged. If you use it in midair, it'll fire without charging at all.

– This move is super powerful when fully charged. If you use it in midair, it'll fire without charging at all. Echo Reflector – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before too!

– This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before too! Flame Pillar – If you make a pillar of fire on the ground, it'll deliver a single hit to those who come close, pushing them back.

– If you make a pillar of fire on the ground, it'll deliver a single hit to those who come close, pushing them back. Grenade Launch – These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther.

– These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther. Gunner Missile – Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that flies straight.

– Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that flies straight. Laser Blaze – This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage.

– This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage. Lunar Launch – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!

– The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well! Stealth Burst – Fires a stealth explosive forward that detonates when you release the button. Hold the button down to get more distance and power.

Airborne Assault – The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump upward.

– The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump upward. Blade Counter – This move counters an enemy attack. The attack has slightly greater launching power than a normal attack.

– This move counters an enemy attack. The attack has slightly greater launching power than a normal attack. Blade Counter – You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack.

– You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack. Blurring Blade – A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance!

– A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance! Chakram – Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times.

– Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times. Chakram – Throws a ring-shaped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up or down.

– Throws a ring-shaped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up or down. Gale Strike – A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears.

– A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears. Gale Strike – The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage.

– The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage. Hero's Spin – A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery.

– A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery. Hero's Spin – When using this move on the ground, you can hold down the button to charge it up. It's also stronger in general on the ground than in the air.

– When using this move on the ground, you can hold down the button to charge it up. It's also stronger in general on the ground than in the air. Power Thrust – This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful.

– This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful. Reversal Slash – A gust of wind from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close.

– A gust of wind from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close. Shuriken of Light – The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.

– The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch. Skyward Slash Dash – Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below!

– Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below! Slash Launcher – A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel.

– A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel. Stone Scabbard – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.

– A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect. Stone Scabbard – At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.

Chef – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself.

– Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself. Chef – You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly.

– You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly. Fire – A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit.

– A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit. Fire – You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge.

– You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge. Judge – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power!

– This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power! Oil Panic – Absorbing a particularly powerful energy blast can fill the gauge in one go. However, even the weakest of attacks will always fill it by one segment.

– Absorbing a particularly powerful energy blast can fill the gauge in one go. However, even the weakest of attacks will always fill it by one segment. Oil Panic – The gauge doesn't reset when Mr. Game & Watch is KO'd. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn!

– The gauge doesn't reset when Mr. Game & Watch is KO'd. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn! Oil Panic – This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe.

– This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe. Oil Panic – This will only absorb energy-based projectiles. It won't affect physical ones, like Link's arrows.

– This will only absorb energy-based projectiles. It won't affect physical ones, like Link's arrows. Oil Panic – You can use this to absorb explosions from Link's bombs or from Bob-ombs. Don't try it with the Bob-ombs that fall during Sudden Death, though.

Backward Throw – Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough!

– Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough! PK Fire – If this attack connects, a big pillar of fire appears. “I feel the burn!” your foes will yell.

– If this attack connects, a big pillar of fire appears. “I feel the burn!” your foes will yell. PK Flash – The power and radius of the charge grow as you hold down the button. It can do up to 37% damage, but it'll disappear when it touches the ground.

– The power and radius of the charge grow as you hold down the button. It can do up to 37% damage, but it'll disappear when it touches the ground. PK Thunder – Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery.

– Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery. PK Thunder – Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up.

– Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up. PK Thunder – The lightning won't disappear if an enemy hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it.

– The lightning won't disappear if an enemy hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it. PK Thunder – You can guide the bolt of lightning around and hit yourself for propulsion but this leaves you defenseless, so be careful!

– You can guide the bolt of lightning around and hit yourself for propulsion but this leaves you defenseless, so be careful! PSI Magnet – This move absorbs energy-based projectiles and heals Ness as a result.

– This move absorbs energy-based projectiles and heals Ness as a result. Pursuing off the Stage – When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct!

– When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct! Side Smash Attack – Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!

– Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it! Up Smash Attack – Ness's yo-yo flies forward and then swings up and around to the back for a wide-ranging, heavy-hitting attack.

Blue Pikmin – Throws performed with Blue Pikmin deal 1.6 times the standard damage. The rest of their abilities are average, with no real weaknesses.

– Throws performed with Blue Pikmin deal 1.6 times the standard damage. The rest of their abilities are average, with no real weaknesses. Down Smash Attack – If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him.

– If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him. End of Day – When Olimar jumps into the S.S. Dolphin, nearby enemies will be buried. If the ship hits anyone while it's airborne, they'll be slammed to the ground.

– When Olimar jumps into the S.S. Dolphin, nearby enemies will be buried. If the ship hits anyone while it's airborne, they'll be slammed to the ground. End of Day – You can adjust the trajectory of the S.S. Dolphin as it comes back down. If you aim it well enough, you can even get it under floating platforms.

– You can adjust the trajectory of the S.S. Dolphin as it comes back down. If you aim it well enough, you can even get it under floating platforms. Lead Pikmin – Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it.

– Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it. Pikmin Flowers – After being plucked, it takes some time for the flower on a Pikmin's head to bloom. The flower doesn't really affect its abilities, though...

– After being plucked, it takes some time for the flower on a Pikmin's head to bloom. The flower doesn't really affect its abilities, though... Pikmin Order – If they're separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order.

– If they're separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order. Pikmin Order – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off.

– Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off. Pikmin Order – This move will change the order of your Pikmin. Use it to plan your attack strategy.

– This move will change the order of your Pikmin. Use it to plan your attack strategy. Pikmin Pluck – Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.

– Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple. Pikmin Pluck – You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile.

– You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile. Pikmin Throw – Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.

– Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off. Pikmin Throw – The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.

– The less damage an opponent has accumulated, the longer the Pikmin can hang on to it. Pikmin's Stamina – When separated from Olimar, Pikmin are very vulnerable to enemy attacks.

– When separated from Olimar, Pikmin are very vulnerable to enemy attacks. Purple Pikmin – Attacks performed using Purple Pikmin deal 1.4 times the standard damage and launch foes farther too! They're lacking in reach and speed, however.

– Attacks performed using Purple Pikmin deal 1.4 times the standard damage and launch foes farther too! They're lacking in reach and speed, however. Red Pikmin – Red Pikmin perform attacks that deal 1.2 times the standard damage. They're also immune to fire attacks, but their throw is weak.

– Red Pikmin perform attacks that deal 1.2 times the standard damage. They're also immune to fire attacks, but their throw is weak. Smash Attack – All three of Olimar's smash attacks count as projectiles, which can be reflected by moves like Reflector.

– All three of Olimar's smash attacks count as projectiles, which can be reflected by moves like Reflector. White Pikmin – When attacking a grabbed opponent, White Pikmin deal twice the normal damage. They're also speedy and can jump very high.

– When attacking a grabbed opponent, White Pikmin deal twice the normal damage. They're also speedy and can jump very high. Winged Pikmin – Two Winged Pikmin carry Olimar. The more Pikmin he has, the harder it is to pull him up.

– Two Winged Pikmin carry Olimar. The more Pikmin he has, the harder it is to pull him up. Yellow Pikmin – Yellow Pikmin attacks have 1.25 times the reach of the other colors, but they do less damage. The Pikmin can't be killed by electric attacks.

Bonus Fruit – Cherries fly in a low arc. After hitting the floor, they'll bounce only once.

– Cherries fly in a low arc. After hitting the floor, they'll bounce only once. Bonus Fruit – Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.

– Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items. Bonus Fruit – Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.

– Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them. Bonus Fruit – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!

– PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance! Bonus Fruit – PAC-MAN's melon moves slowly through the air, making it difficult to hit opponents. But when it does hit home, it deals big damage.

– PAC-MAN's melon moves slowly through the air, making it difficult to hit opponents. But when it does hit home, it deals big damage. Bonus Fruit – PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands.

– PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands. Fire Hydrant – If you drop a hydrant on a steep slope, it'll go tumbling down. The tumbling hydrant can deal damage to enemies it hits.

– If you drop a hydrant on a steep slope, it'll go tumbling down. The