Super Smash Bros. Brawl Final Smash Guide



by GreenMage7

Version 2.0


1.) Warning


The warning here is before the Table of Contents, so I put the Table of
Contents within itself because this is before it, so whatever
(redundancy!). I can do that. The warning is that this guide contains
spoilers about the hidden characters and maybe even hidden stages
within the game. Obviously those characters have final smashes so I
included them in this guide. I'm just letting you know now in case you
have not unlocked them and don't want to know who they are.
Considering you are at a site such as this, you probably already know
who they are anyway, but what the hey, I'm a nice guy who dislikes
spoilers I don't want to know, so I figured I'd let you in on it.
Scrolling down any further will let you in on the greatness.



2.) Table of Contents

1) Warning

2) Table of Contents

3) Introduction

4) FAQ

5) Characters

A. Mario [M1]
B. Link [L1]
C. Kirby [K1]
D. Pikachu [P1]
E. Fox [F1]
F. Samus [S1]
G. Zelda [Z1]
H. Sheik [S2]
I. Bowser [B1]
J. Donkey Kong [D1]
K. Yoshi [Y1]
L. Peach [P2]
M. Ice Climbers [I1]
N. Pit [P3]
O. Wario [W1]
P. Zero Suit Samus [Z2]
Q. Ike [I2]
R. Pokemon Trainer [P4]
S. Diddy Kong [D2]
T. Meta Knight [M2]
U. Snake [S3]
V. Lucas [L2]
W. Sonic [S4]
X. King Dedede [K2]
Y. Olimar & Pikmin [O1]
Z. Ness [N1]
AA. Marth [M3]
BB. Luigi [L3]
CC. Falco [F2]
DD. Captain Falcon [C1]
EE. Lucario [L4]
FF. R.O.B. [R1]
GG. Mr. Game & Watch [M4]
HH. Toon Link [T1]
II. Wolf [W2]
JJ. Jigglypuff [J1]
KK. Ganondorf [G1]

6) Misc./Updates

7) Thanks


3.) Introduction

My name is GreenMage7...well, that's not really my name but that
doesn't really matter now, does it. This is a guide about the 37
different characters in Brawl's Final Smashes. Hey, so now you know
that. Pretty much anyone can use this guide as long as they give
credit where credit is due, but I mainly made it for GameFAQs because
that's where I go. I don't have any big ASCII picture or anything at
the top because I don't really like them and also don't care to make
them. I'm not affiliated with anyone who made this game or anything
like that, just so you know. I don't really know all the legal stuff
that I should say so hopefully no one cares I made this little guide.
Maybe I can update with better legal stuff later...hmmm...

Also, I'm saying right now that the best site for this game is the
Official Super Smash Bros. Brawl Website:

The Dojo is absolutely fantastic, and if you're even the least bit
interested in the game that's the place to go.

Also, as for credit, I got the names for all of the final smashes from
this website, so they are official (with the exception of Jigglypuff,
Toon Link, and Wolf; who have not been released on the site yet, so I made
those names until the official ones are given, even though Toon Link and
Wolf I am 99% sure are correct considering final smashes).

Make sure you check the thanks sections, where I thank all the great
people who made this game and such. Plus, if you helped me clear up some
things in this guide then that's where you'll be mentioned, too!

Another note about very skilled players and dodging/avoiding final smashes
and such. I understand that many people may be able to dodge a lot of the
final smashes very well, and I don't know how to take that into
consideration that greatly because if I base ratings on it too much, the
average game will get the wrong impression of the final smash and how good
it is. Dodging is a definite factor and I mention it a couple times, but
in general I'm not going to greatly lower a rating by great players
ability to dodge final smashes, especially considering that in really high
level play and tournament play it is my understanding that Final Smashes
will likely be turned off.


4.) Frequently Asked Questions

1) Who are you?

Answer: I'm GreenMage7. Read the introduction.

2) Why is this guide useful to me?

Answer: It might not be. You might not care, you might figure
everything out yourself, you might not want to be told how things work
or what someone else thinks of them, there are a multitude of reasons.
However, I'm pretty sure it will help someone somewhere and I wanted to
make it so here it is.

3) How do I unlock all the characters?

Answer: That's not what this guide is about, but I suppose it couldn't
hurt for you to know. You can unlock every character in the game by
playing the Adventure Mode "The Subspace Emissary". The Cheats and
Secrets section at GameFAQs will also tell you how to unlock the
characters (Jigglypuff, Toon Link, and Wolf are apparently well-hidden
in that mode), but since you're here I can relay the better

The best way (in my opinion) to unlock every character is to play 450
Vs. Matches and beat the character that unlocks in a battle. This will
get you every character along the way.

*I'm pretty sure this information is accurate. If you want a fast way
to get through 450 Vs. Matches: go to Special Brawl, set damage to
300%, make everyone tiny, turn on super speed, and turn on infinite
curry for everyone. That'll get you through the matches pretty quick,
to the point that the load times will be faster than the matches,
especially if you don't get Hyrule Temple, 75m, or New Pork City.

Some more information from Adam Ahmed:

"In your guide, you mentioned that a fast way to get through 450 VS
matches to unlock all characters is to go to Special Brawl, set damage
to 300%, make everyone tiny, turn on super speed, and turn on infinite
curry for everyone. There's a faster way. Set Stage Choice to Random so
you skip the stage select screen (you didn't mention that), then go to
Special Brawl and enable Stamina, Flower, and Fast. Then, on the
character select screen, set the CPU's HP to 1. The flower will damage
the CPU, ending the match as soon as it starts. All you have to do is
keep pressing start until a challenge match comes up."

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

Answer: The smash ball floats around the screen randomly. What you
have to do is hit it with any of your attacks. It will take quite a
few hits to get it to absorb into you, and everyone will likely be
battling you for it. The person who gets it will start glowing. In
order to use your final smash you have to hit B (aka The Special Move
Button). Make sure you don't tap a direction while hitting it or you
will do your special move for that control. Just hit B when you're in
the proper position. Let it be known that your opponents may not run
in fear when you get it, because they can knock it out of you and try
to get it themselves again, or just knock you off the field which solves
the problem for them as well. This works both ways, so you'll have to
decide whether you want to be aggressive or make a timely retreat.
Just make sure you remember your opponents are easier targets than the
Smash Ball.

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

Answer: Well, the best way to do this is to turn off all items except
Smash Balls and Containers, and then set items to High. This will make
Smash Balls pop out quite frequently and make for a hectic and fun

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

Answer: Well, you're about to find that out by scrolling down.
Basically, I'm going to have a bunch of categories and give them a
rating of something out of 5. Then I'm going to add all of those up
and divide them by the number of categories, making an average. That
will be the overall rating, but if you're just looking for a specific
category you can just look at that rating. I'm sure people will have
differences of opinions on some things but this is my guide. I may
change some things later but you never know. If nothing else this will
still give you the practical application of each final smash and how to
use it well. The difference between the overall rating and the without
looks rating is whether or not looks are added in, obviously. If you
don't care about how the final smash looks, just what it does, you go by
the without looks score. Application is the topic that most people will
read this guide for, it tells you how, when, and where to use the said
character's final smash. Everything else is basically fluff.

7) Why just make a final smash guide and not a guide about all the
characters in general?

Answer: Well, firstly it's because I think the final smashes are the
coolest things in the game. Secondly, I'm not good enough with all
characters to make a good enough guide about all of their moves and
such. I'm sure a lot of other nice people will make individual
character guides and probably help you more than me, but I still think
this will be helpful and enjoyable, plus I like having opinions about
things or whatever.

8) I'm not using the GameCube controller, so why are you being a jerk
and telling me to push B?

Answer: Sorry, but I like the GameCube Controller. I just don't want
to say, "Push the Special Move button" because that's harder than
saying push B (what a lame excuse, right?). Whether you're using the
Wii Remote, Wii Remote plus Nunchuck, classic controller, or the
GameCube controller, the way to always activate final smashes will be
to push the Special Move button without a direction, and that is
referred to as push B. For example, on the Wii Remote B is the (1)
button for the purposes of this guide. This is very important to
remember because I'm only going to refer to it as B and on the Wii
Remote there is a B button that's not the same. That B activates your
shield and is located on the bottom of your controller. Please
remember this when I say "push B". *B = Special Move Button*

9) I thought of a good question to ask you that isn't here. You should
answer it and put it in your guide.

Answer: That is not technically a question itself, but I can understand
where you're coming from. You can send that question to and I'll see if I can answer it for you. I may
or may not depending on the e-mails I get, and I'm sure some people
will explain how they don't like me or my guide in so many words, so
while I'm sifting through the multitude of those e-mails I might be
able to answer your question or even add it to the guide.

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



5.) Characters

A. Mario [M1]

Final Smash - Mario Finale

What happens? - Mario conjures up a huge firestorm that travels
horizontally and gets larger as it travels. It consumes all enemies in
its path. Mario is invincible while executing the final smash.

Application: Mario has a powerful and well balanced final smash.
Unfortunately, it may not be wise to activate it the second you get it.
You'll have to make sure you line up some enemies and they're caught in
the firestorm. It will be easier for them to jump it the closer they
are to you. It's not that great on stages with multiple levels of
terrain (Hyrule Temple, New Pork City, Spear Pillar), but it's still a
very good final smash and not incredibly difficult to hit. Still,
getting the enemies in front of you can be difficult if they're in your
face trying to smash it out of you, so make sure you're quick about
letting it go and facing the correct direction. Rating: 3.5/5

Power: If you get hit by this thing it can really level you, but it
isn't an instant K.O. However, the longer you are in the firestorm the
more damage it will cause you to take and increase your chances of
getting knocked out. Overall, it's quite strong but you can survive.
Rating: 4/5

Looks: Quite frankly, this move looks pretty awesome. The first time
you see the firestorm you'll be surprised that it came from Mario.
Most people saw it in the first SSB trailer, and it was one of the
things that caused even more excitement for an already highly
anticipated game. 4.5/5

Vs. One Opponent: If you're Mario and you get the Smash Ball, it would
probably be wise to get an extra hit on your opponent to knock them
away, then you can easily line them up and hit them with the finale.
In most cases, it will probably take them out, and if not they'll be
quite close. Pretty good in most cases. Rating: 4/5

Vs. Multiple Opponents: Mario has one of the final smashes that can hit
everyone on the screen if you can line it up. Your opponents will
probably try to knock it out of you if they are near knowing you may
need to line it up. Or they may be able to avoid it while you
concentrate on one person. Just try to get near the edge of the stage
and unleash, and you can probably hit most of your opponents. Rating:

Overall Rating: 4/5

Without Looks Rating: 3.9/5


B. Link [L1]

Final Smash - Triforce Slash

What happens? - Link shoots the triforce out of his hand and it
envelops his opponent. He then proceeds to slash them several times
with his sword and lets out one final slash that sends the opponent
careening toward the edge of the screen. Link is invincible while
executing the final smash.

Application: Link's final smash can be a bit tricky. The thing is you
have to line up your opponent directly in front of you horizontally.
Then they have to be hit by the triforce when it shoots out of your
hand, which actually happens very fast. If you can line it up you have
them. The problem is aggressive opponents and even non-aggressive
opponents aren't just going to let you line it up. They'll evade you
and get above/below you (there is slight vertical room for error, but
not much), or try to knock it out of you before you even have a chance.
Also, the triforce you shoot can only go so far so on giant stages you
want to make sure you're close enough to the opponent (they don't have
to be right next to you by any means but they can't be too far away).
Overall, it can be difficult to execute properly. To be fair, you can
actually catch more than one person in this, but it seems like only the
person you hit with the triforce gets the full brunt of the blow, but
it's pretty unwise to get caught up in this if you're not that person
because this still has a good chance of knocking you out. Rating:

Power: Once you get your opponent caught in the triforce slash, they
are in trouble. Your several slashes rack up the damage, and then
final slash is an *almost* guaranteed one-hit KO at that point. The
sheer force of the move makes the set up worth it, because your
opponent(s) are pretty much done if they get caught up in this.
Rating: 4.5/5

Looks: When you land this move, you are going to be impressed. It
looks very well done and even the opponent you catch in it will
appreciate what's happening on the screen. Few moves look this
impressive and again, it's worth the set-up. Rating: 5/5

Vs. One Opponent: This is where the move really shines, all you have to
do is line up your one opponent and then send them flying. Few moves
are as good against a single opponent, and your opponent will be afraid
when they see the smash ball. Still, you have to line it up, but it's
totally doable. Rating: 4.5/5

Vs. Multiple Opponents: The thing is, your opponents are going to gang
up on you and try to hit from all directions except from where you can
hit the move. If you try to land, someone else will probably try to
get behind you and knock the smash ball out of you so they can use it
themselves. To be fair, you can catch more than one opponent in this
and use Link's Up+B to get your opponents away from you, but this isn't
the best environment for Link. Rating: 1.5/5

Overall Rating: 3.4/5

Without Looks Rating: 3/5


C. Kirby [K1]

Final Smash - Cook Kirby

What happens? - Kirby bangs some pans together to let everyone know
it's dinner time? Enemies are summoned into his pot and put to a nice
simmer. The heat damages enemies and blows them away with intense
heat. Then goodies in the form of items pop out. Needless to say,
Kirby is invincible while executing the final smash.

Application: Kirby's final smash is pretty simple. You hit B and your
enemies go into your pot. It's got decent range but I have seen it
avoided, particularly on large stages. The angle at which brawlers are
grabbed into the pot is similar to an upside-down triangle above the pot,
but enemies who are too close horizontally will still get easily pulled
into the pot and then you'll probably be the only one ready to
grab the items that come out. Random items lying around on the stage will
also be pulled in and transformed into food. If your opponents don't have
much damage they can potentially recover quickly and get the items but you
will have the upper hand. Anyway, easy to land and gets your opponents,
but does have a small range issue. Rating: 4/5

Power: Kirby's final smash isn't really that powerful compared to most
of the other ones. It only does a fair amount of damage and can
potentially knock out all or none of your opponents. It's ok but on
the final smash power level scale it's not very high. Rating: 2/5

Looks: It's going to become a trend that smashes score well here, and
the fact is this looks pretty good. However, it doesn't exactly
inspire the awe of a lot of the other final smashes and is only okay
compared to them. And since that's the bar this scores slightly below
average. Rating: 2.5/5

Vs. One Opponent: Considering the power level and all, this isn't that
great against one opponent. Still, considering the ease of hitting it,
it's still okay and quite serviceable There are a lot of better ones
though. Rating: 2/5

Vs. Multiple Opponents: This move shines quite well here as everyone's
hungry for dinner! Until they find out there on the menu anyway, at
that point it's too late for them though. Grabbing potentially all
opponents on the screen in your final smash and sending them flying is
pretty good, and this is what the move is best at. Odds are you'll grab
them too since they'll probably be close by from failing to grab the
smash ball. Rating: 4.5/5

Overall Rating: 3/5

Without Looks Rating: 3.1/5


D. Pikachu [P1]

Final Smash - Volt Tackle

What happens? - Pikachu completely envelops himself in a ball of
electricity and starts flying around the screen violently, going straight
through platforms and such on the stage to engage his opponents with
electric power. Obviously, he's invincible in his ball of electricity.

Application: Hit B the second you get the smash ball. Pikachu is
pretty hard to control while encompassed in Volt Tackle, but once you
figure it out you can send your enemies flying, and even possibly get
two KOs on the same person before they can respond. The thing to point out
here is that this move changes depending on whether or not you hold down the
A button. Without it held down, you fly like crazy to rack up a lot of
damage on your opponents while not necessarily sending them flying. Holding
down the A button gives the move slightly better range and has quite a
knockback to it, blasting people the way Sonic's does. Pikachu also slows
down near the end for better control, but this will greatly reduce the power,
and let's you know when Volt Tackle is about to end. Just make sure you're
going to land on something solid before it ends, even though you can still
quick attack afterwards. Rating: 4.5/5

Power: Pikachu will send his opponents flying if they get hit by this
at full speed with the A button held in. Otherwise, he will do a lot of
damage when hitting opponents. Needless to say, only a couple of hits will
KO an opponent who was even at 0% at the start of Volt Tackle. You may
still have to land more than two blows depending on damage, but his move is
quite powerful nevertheless. Rating: 4.5/5

Looks: Pikachu looks pretty awesome bolting around the screen in his
plume of electricity. Your opponents will be frantically avoiding the
glowing ball of death while being mesmerized by it. It's pretty cool,
but it still only uses a very small part of the screen, so it's
deducted some for that. Rating: 3.5/5

Vs. One Opponent: This only gives you one person to concentrate on, so
you can home in on them. Still, it will be easier for them to dodge
than for you to hit, but you move so fast they may not be able to
recover in time if you control it correctly. You might even be able to
get them twice as stated above. Very good either way. Rating: 4/5

Vs. Multiple Opponents: Same as above except there will be more than
one person fleeing in terror. Your opponents may still be fighting
each other trying to grab some KOs in the panic, but either way you'll
be racking some KOs with this even if you have minimal control. Truly
fearsome for a small electric mouse. Rating: 4.5/5

Overall Rating: 4.2/5

Without Looks Rating: 4.4/5


E. Fox

Final Smash - Landmaster

What happens? - Fox calls to his ship to drop the Landmaster into
combat. Basically, you become the blue Landmaster, becoming invincible
and having a giant cannon on the front. You proceed to rampage in your
tank for decent length of time while your opponents figure out how best
to evade.

Application: Grab the Smash Ball and immediately push B. If you were
almost off the screen (jumping of the edge to try to get the final hit
on the smash ball, which I do frequently), you may have to use the jets
to fly yourself back up. You'll drop down from the top of the screen
in the Landmaster. Getting touched by the Landmaster itself won't harm
your opponents, for example, they can jump on it. However, if you run
directly into them or fall on top of them, you can send them flying.
You can also fire the gun with the attack button. You basically fly as
well by holding the jump button or up after jumping with the control
stick. This can allow you to get KOs off the top of the screen if your
opponents are riding the Landmaster. Alternatively, if you are on the
ground (not a platform as you can still drop through them as if you're
a regular character) you can push down to roll the landmaster and send
travelers flying. The gun can also "fire through the stage", for
example on Corneria you can shoot through the top wing. You can also
still get knocked out while in the Landmaster if you fly too high or
drive off the stage without recovering. Still, the landmaster is very
good and is one of the final smashes that can get multiple KOs on a
single person, but you may not get any as well. Still, it lasts a good
amount of time. Certain stages will make it difficult to navigate
though. Rating: 4.5/5

Power: Well, running into your opponent or falling on them can do
pretty good damage, and the gun is outright scary. The Landmaster is
pretty darn strong, and your opponents certainly won't want to take
shots from your gun. Rating: 4/5

Looks: It looks pretty cool at first and the design of the tank is
great, but it gets old fast and doesn't look too impressive after a
while. The firing of the gun still looks good and all that, but
overall it's not that great. If Falco and Wolf didn't have the same
thing, it would probably actually be higher here. Rating: 2/5

Vs. One Opponent: Only one opponent gives you only one person to
concentrate on, but in some cases can make it easier to evade. Still,
this is very good and your opponent will have to decide whether they
want to try to run or try to use their jumps to harass you from above
(jump on the tank and then jump when you try to roll, get off after you
fly upward), but overall you'll still be in very good position.
Rating: 4/5

Vs. Multiple Opponents: The move is probably better this way because
your opponents will still be going at it while you're in the tank, and
even if they're not, not everyone will be able to evade your wrath.
Just rack up the knock outs before your tank magically disappears.
Rating: 4.5/5

Overall Rating: 3.8/5

Without Looks Rating: 4.2/5


F. Samus [S1]

Final Smash - Zero Laser

What happens? - Samus releases and intensely powerful beam from her
cannon, horizontally enveloping a portion of the screen about the width
of Samus from head to toe. The beam will cause damage to all enemies
caught within it and send them flying at the conclusion. The beam
overloads her power suit and falls off, leaving her in the Zero Suit.
Samus is invincible while unleashing the beam but not while her armor
is falling. The armor can be thrown after falling off for a nasty

Application: This move is very similar to Mario's, except it doesn't
have quite the vertical range, but probably travels further
horizontally, though on most stages that won't matter. You'll have to
make sure your opponents are in front of you and you'll want to be at
the very tip of the platform you're on (or land on) even more so than
with Mario, because you'll be vulnerable right when your power suit
falls off. Still, it's not incredibly difficult to execute and Samus
has some good moves to make some space around her. If you use this in
the air, you will slowly fall, and the beam does to get slightly wider
vertically when used this way, but it might just be a trick of the
eyes. You can also aim the Zero Laser slightly by tilting up or down on
the control stick. It's important to remember that this will turn you
into Zero Suit Samus, which might be problem if you're not used to
controlling that type of that takes a slight bit away from
this move for a change that you may not want. Rating: 3/5

Power: This move is very bad for you if you're caught in the beam, and
will probably take out you and anyone else around there. It's not an
instant KO but the closer you are to the edge of the screen the worse
this is for your opponent. Pretty strong. Rating: 4.5/5

Looks: This looks amazing, from the immense power beam right down to
the part where her armor overloads and falls off. Everything is well
done and it is a great sight to see. Rating: 5/5

Vs. One Opponent: Just make sure you're facing the right direction and
don't let them get behind you. This isn't too tough with only one
opponent and the move is absolutely devastating. Rating: 4.5/5

Vs. Multiple Opponents: This can catch your opponents quite well, but
if just one of them gets behind you, and that's very possible
considering you don't want the smash ball to get knocked out of you, an
opponent who can time things well can hit you with a fully charged
smash attack from behind and there won't be much you can do about it,
plus they can get more hits out of it by throwing your own armor at
you. Still, you can take out all of your opponents with this move, but
it's still a little more dangerous than Mario's. Rating: 3.5/5

Overall Rating: 4.1/5

Without Looks Rating: 3.9/5


G. Zelda [Z1]

Final Smash - Light Arrow

What happens? - Zelda pulls out a giant bow and fires the Light Arrow,
piercing everything horizontally in the path and sending them flying.
Zelda is invincible while unleashing the Light Arrow.

Application: You have to exactly line up this move. It can be jumped
and avoided, and if your opponents can try to smash you while you
attempt to line them up, plus having the smash ball absorbed into you
takes away your ability to use Nayru's Love, which would be a good
defense to set up the move. Still, with its piercing nature, your
opponents may not be near you, giving you a chance to line them up,
and the arrow moves FAST, so even if your opponent is way across the
screen, once they're lined up they're going to be pierced, and they're
going to travel. Your opponents will travel at about a 45-degree or
50-degree angle after being hit. Takes some set-up but is fast acting.
Rating: 2.5/5

Power: If you get hit with this, you're in a lot of trouble. It's quite
potent and can KO pretty much anyone once they hit around 30% or 40%
damage, which is probably what they took trying to get the smash ball.
Depending on the stage you're playing on, the angle between Sheik's and
Zelda's could make a difference, but since you almost definitely won't
have time to change it can't really affect this. Rating: 4.5/5

Looks: Not much to the looks, you're shooting an arrow. The bow
design is cool and this does get adding points for freeze-framing the
screen on each and every person that gets pierced, which is very cool
because you get to see how they look as they're getting hit. That's
where most of these points come in. Rating: 3.5/5

Vs. One Opponent: Much like Samus and Mario, you line up your opponent
and they're done. It can be very difficult for them to get out of this
path, but since there's almost no vertical width to the move it can
still be avoided. However, since there's only one target you can nail
them with good timing. Rating: 3.5/5

Vs. Multiple Opponents: Same as Samus and Mario again, except without
Samus's downside of getting nailed. It shouldn't rate as high as
Mario's because of the lack of vertical range, however, the sheer power
of the move and the piercing effect puts it up there. Rating: 4/5

Overall Rating: 3.6/5

Without Looks Rating: 3.7/5


H. Sheik [S2]

Final Smash - Light Arrow

What happens? - Sheik pulls out a giant bow and fires the Light Arrow,
piercing everything horizontally in the path and sending them flying.
Sheik is invincible while unleashing the Light Arrow.

Application: Okay, for characters that have the same or almost same
final smash, I wasn't sure what to do, because this is almost the exact
same as Zelda's. Well, I decided to give them their own entry because
the characters play differently enough to have their own entry (because
I think of them as different characters in my head), but there's not
going to be much here except see Zelda and an explanation of the
differences. The only difference in application here is the angle at
which the characters fly from this move. With Zelda's it was 45/50-
degrees, whereas with Sheik they fly at a 5-degree angle, almost
straight horizontally in other words. You may want to take the stage
into consideration for this. Rating: 2.5/5

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

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

Vs. One Opponent: See Zelda. 3.5/5

Vs. Multiple Opponents: See Zelda. 4/5

Overall Rating: 3.6/5

Without Looks Rating: 3.7/5


I. Bowser [B1]

Final Smash - Giga Bowser

What happens? - Bowser grows immensely in size and looks even more
fearsome than before. Absolutely incapable of flinching from the other
puny fighters, he wreaks unquestioned havoc upon them while they simply
try to avoid his path of destruction. While Bowser can take damage in
this form, it's most wise to avoid him.

Application: The second you get the should Smash Ball you should
trigger the transformation. You control the same as regular Bowser
except now you're huge and don't flinch, plus you have an immense
damage increase. You can take out multiple people with a single swipe
and can get multiple KOs on a single person if you're good enough.
Your opponents can actually needle you with damage while you're in this
form, but they won't be able to knock you out or anything since you
don't flinch. Take out anyone who gets close and chase them with shell
and flame. This would be an easy max rating if you were fully
invincible, but this is still amazing regardless. Also, it might be
good to remember that Bowser's down smash now has a frigid aura about
it in this form, it'll freeze opponents caught in its wake! Use this
to your advantage. Don't forget that his forward smash at the right
distance can nail edge-hangers as well. This doesn't get a 5 because it
doesn't last as long as you would hope. Rating: 4.5/5

Power: All of your regular moves do significant damage and you can
even just charge things like your up and down smashes on helpless
opponents and watch them fly. Your opponents may be able to avoid you
but if they can't you can absolutely destroy them. Still, it doesn't
have the power of moves like Triforce Slash and Zero Laser so it's hard
to give it a 4 or higher, but still better than average. Rating: 3.5/5

Looks: If you played Melee and got to the final event or even just
beat Adventure on Normal or higher, you what this is all about. Bowser
looks absolutely terrifying and he can completely tear through things
and leave the stage in his wake. It doesn't necessarily look as
impressive as Mario Finale or anything (Mario's always got 1up on
Bowser...sorry, but I get to have my bad jokes every once in a while),
but it has its own great charm. Rating: 4/5

Vs. One Opponent: You're Giga Bowser and they can't do much run. With
nothing else to concentrate on, they probably won't be able to needle
you with projectiles or anything either. Just go after them and start
tearing them up. Rating: 4.5/5

Vs. Multiple Opponents: Just more puny fighters for you to smash.
Even if they to target you from afar you'll still be able to make it to
them and destroy them. You'll take some extra damage, but you'll wrack
up KOs as you smash your way through them. Worse than against one
opponent, but still good, if it just lasted a little longer it would be
up there. Rating: 3.5/5

Overall Rating: 4/5

Without Looks Rating: 4/5


J. Donkey Kong [D1]

Final Smash - Konga Beat

What happens? - Donkey Kong pulls out his Bongo Drums. He starts
playing a rhythmic, catchy beat the pulls in all nearby enemies as
forces them to bounce around in the music. DK will be invincible while
playing his catchy tune, but it's not like you could get through his
mesmerizing beat anyway!

Application: Well, once you grab the smash ball you can just hit B
pretty much anywhere and you'll be grooving to the beat. Still,
there's always going to be one area of the stage that's probably the
best place to hit it, but in general the best place to hit it is
wherever your opponents are, because if you time the beat correctly
they will not be able to escape. On that note, after activating the
final smash, it's better to time the beat and keep your opponents
trapped in the music so you can do maximum damage (This sentence was all I
had about it in the original guide, but it became obvious in e-mails that
I needed to say it more clearly. You tap A in time with the beat so you
can do more damage and keep opponents locked in the music longer. This is
important to remember when rocking out with DK). If you are good enough
at timing the beat in the aforementioned manner, DK will occasionally clap
with the beat, causing decent knockback with some KO potential. Still
hard to execute but you might need to get used to that catchy tune.
Still, moving stages are not your friend at all so that takes some points
away from this, but I suppose it also grabs the people caught in the
beat... Rating: 3/5

Power: Okay, this move racks up a lot of damage, and if you can figure
out how to correctly time the beat (I had a lot of trouble with it, but
then again it took me quite a while to get good at Rock Band too), you'll
get that hand-clapping knock-back with some decent power. This still
doesn't rack up there with the power-packed single hit final smashes, but
it's decent enough and the amount of damage if the opponents are caught
long enough is considerable. Rating: 2.5/5

Looks: The beat gets included here, so that's a bonus. Plus, it's
cool to see Donkey Kong knocking people around while rocking out. Your
opponents must be sad that they're fighting a quick, powerful monkey
and getting tossed about by musical notes. Rating: 4/5

Vs. One Opponent: Well, you only have to get one person in the tune so
that's not to difficult, but it might be easier for them to escape if
you miss a beat so it's tough to rate this one. It's alright but again
everything else plays into this so it's hard to say. Probably low end
compared to all the other final smashes. Rating: 2.5/5

Vs. Multiple Opponents: The move is better against multiple opponents
actually because you can knock them all around and into each other, and
if people aren't in your beat your opponents will probably try to knock
them into it since your move doesn't KO but racks up some damage.
Still, not being able to instantly wipe out everyone on screen is kind
of a downer, so it's still not that great. Rating: 3/5

Overall Rating: 3/5

Without Looks Rating: 2.7/5


K. Yoshi [Y1]

Final Smash - Super Dragon

What happens? - Yoshi grows tremendous angelic wings and becomes
invincible. He can now breathe fire and shoot fireballs, taking out
anyone in his path! Up, down, to the side, under the stage, in the
air, there's nowhere to hide from the Super Dragon Yoshi!

Application: Just grab the smash ball and hit that button. Nothing to
line up beforehand because you can do it anywhere with your tremendous
movement. Tapping the attack button afterwards will shoot out fireballs
that pack quite a punch, but you can also directly breath fire every once
and a while if you don't hit non-jump buttons, but this probably isn't the
optimal option (considering he stops the jet stream and restarts it at
intervals). If you're up against opponents who are good at dodging, this
is a wise strategy as you might be able to catch them for some damage and
then nail them with a fireball. It also seems that Yoshi's flapping wings
can also do damage, so add that to your strategy. Either way, you can get
several KOs as the super dragon and your opponents will be waiting a while
for this thing to end. You can follow their flaming bodies all over the
screen by flying with your control stick (jumps seem to help some, they
don't end until the smash does.) Not hard to control either, this is the
great. Rating: 4.5/5

Power: As stated, his fireballs pack a punch and the jet stream of
fire can rack up the damage. You'll send people flying like crazy.
It's not the absolute most powerful move, but considering you can hit
with several fireballs, that racks up and adds to it. If you're good
enough you should take out opponents regardless of previous damage.
Rating: 4.5/5

Looks: The way Yoshi glows is sweet, and the wings look amazing. The
fire also has a sort of holy glow that just looks luminous. You almost
look majestic flying around the screen, which is weird because that
isn't what I think of when I usually think of Yoshi. This
transformation is great. Rating: 4.5/5

Vs. One Opponent: They will be running like crazy from you, but there
isn't really anywhere to run (except on the Pictochat stage and even
then only if they're lucky). Only one guy to focus your fireballs on,
and when they respawn they'll just be waiting to get hit some more.
Bad news for them either way. Rating: 4.5/5

Vs. Multiple Opponents: There's just nowhere to run, and what's worse
is that your opponents will help Yoshi take you out if it's a stock
match. Yoshi can just take out everyone and then take them out some
more. Not quite as good as just focusing on one person, but this more
than gets the job done. Rating: 4/5

Overall Rating: 4.4/5

Without Looks Rating: 4.4/5


L. Peach [P2]

Final Smash - Peach Blossom

What happens? - Peach starts to dance, and there's a different music
for the activation! Peach frames the screen, and suddenly everyone is
put to sleep. Actual peaches litter the screen ready to be eaten for
health recovery. Peach is invincible during the activation and
everyone's asleep after it so they aren't going to hit you while you're
launching them or eating peaches!

Application: Okay, all you really have to do here, like so many other
final smashes (which makes them good) is hit B. The dance will
activate and everyone on the ground will take a snooze. Enemies in close
enough proximity to Peach will also take damage, around 20% for being
mildly close, but if you're close enough to dance with her you'll take
about 40% (must have two left feet). Opponents in the air won't fall
asleep, but they'll have a hard time doing that considering they lose
control of their character when Peach starts dancing (meaning they'll have
to be in the air considerably high when the smash actually activates).
Now you have options. You can send your opponents for a ride with fully-
charged smash attacks, or you can grab a quick snack with the peaches and
keep yourself alive. The choice you make could be different depending on
whether you're playing stock or time (you may prefer to heal yourself in
stock whereas sending people flying is the better option in time). They
actually stay asleep long enough that you may be able to do both, but
that's a risk you're going to want to weigh. On moving stages, this is
absolutely deadly though. There's a very high probability that you
will take out all of your opponents without even having to touch them.
Take that into consideration if you're taking turns picking stages or
something. Either way, this is pretty easy to execute and obvious to
use. Rating: 4/5

Power: There is no real power. You can do damage if the opponent is
close enough, but you don't send people towards a knockout without
actually executing your other moves, which aren't all that powerful. You
put them to sleep and get to eat peaches. I guess you can count the
peaches as healing power (around 5% per Peach)...and the smash gives you
the opportunity for powerful moves...I guess I won't give this a zero, but
it's the closest thing to it. Rating: 0.5/5

Looks: If you played Super Princess Peach then you know what the frame
is all about. The music is a nice little tune which I believe is from
that game, and the screen homes in on Peach for her little dance. It's
also pretty cool to see the screen litter with peaches while your
opponents have snooze bubbles. I can't give it as high a rating as the
more visually appealing moves but it's pretty cool anyway. Rating: 3.5/5

Vs. One Opponent: A very good situation, as you have the possibility
of fully healing yourself and getting a knockout without having to
worry too much about the clock. Just don't mess up your charged smash
attack or you definitely won't get the desired effect. Rating: 4.5/5

Vs. Multiple Opponents: Still pretty good, you can heal yourself and
possibly get more than one knockout, unless you're on a moving screen
where this would be an easy 5 (the combination of knocking out all
opponents plus healing yourself). Opponents who were in the air when you
unleashed this won't be asleep, but they will probably go for easy
pickings or the peaches, whereas you'll get the other and still you're
your opponents taken out. Either way, this is still good. Rating: 4/5

Overall Rating: 3.3/5

Without Looks Rating: 3.3/5


M. Ice Climbers [I1]

Final Smash - Iceberg

What happens? - High Five! The Ice Climbers summon a giant Iceberg to
encompass most of the screen. Enemies touching the iceberg will take
constant damage, will be unable to move correctly, and have a
possibility of being turned into a block of ice. The Ice Climbers can
handle the cold, but will still have a little trouble traversing the
iceberg. The Ice Climbers can be hurt by opponents while the iceberg
is up, but it is unlikely your opponents will find the opportunity.

Application: Grab the smash ball and you can just hit B pretty much
anywhere. You can use this move even if Nana has already been knocked
out, you just won't get to high five (see, everything's worse without
Nana). The part that's actually worse without Nana is that (unless
there are available platforms) you probably won't be able to get over
the tip of the iceberg to smash your opponents with your hammers (with
Nana you can get up-draft on the side-B or Belay over it with the up-
B). Either way, you should be trying to hammer your opponents and not
just be lazy and let the iceberg do all the work, especially since your
opponents will be using all of the jumps at their disposal to avoid the
ice (and most third jumps cause your opponent to be entirely vulnerable
after using it). Either way, this is easy to use and understand, but
you can still technically be hurt during this, just not by the iceberg.
Rating: 4/5

Power: The iceberg can rack up a lot of damage fairly quickly, and
when your opponents get frozen they get jettisoned from the iceberg
(I've never seen it strong enough for a KO in and of itself but it's a
possibility...), and since you can smash your opponents with your
hammers while they're getting beat up by a giant block of ice that's
something. It's hard to give this an amazing rating but it's decent.
Rating: 3/5

Looks: The Ice Climbers final smash encompasses the stage, completely
changing it. It looks alright and I'm adding half a point for the high
five, but if you only have Popo then just remember you lose that half
point. Rating: 3.5/5

Vs. One Opponent: Pretty simply this will damage them pretty well and
you only have that one person to concentrate on with your dual hammers
of doom (unless you don't have Nana, and shame on you if you don't), so
it's pretty good. Still you may have trouble hitting them (the iceberg
probably won't, but you might) so this is okay. Rating: 4/5

Vs. Multiple Opponents: I can't find a reason to not give this the
same rating as against one opponent. There are more people to
concentrate on, but then again there are more people who take damage
and in matches they'll almost definitely still be trying to take each
other out (even better for you in stock) and they are all still taking
tremendous damage. So same rating there. Rating: 4/5

Overall Rating: 3.7/5

Without Looks Rating: 3.8/5


N. Pit [P3]

Final Smash - Palutena's Army

What happens? - Pit calls to the heavens to summon the army of a
goddess. Palutena answers the call, manifesting herself as a large
deity in the background and sending in winged troops for battle. They
attack Pit's opponents and send them for a ride. Pit is invulnerable
during the summoning but can still be attacked normally while the army
is attacking.

Application: Recurring theme lately, hit B wherever you grab the smash
ball since you don't have to line up anything. The army attacks and
sends your opponents flying. Despite the fact that this seems the type
of final smash that could get multiple KOs on a single opponent, that
is very unlikely. As mentioned before, you can be attacked regularly
during this, and it's actually more likely that you will with this one
than say Ice Climbers. On the other hand, you can tear people up
during this as well and since these guys actually have a good chance of
knocking people out themselves that's an added bonus for you, so I'll
give this the same score as the duo. Rating: 4/5

Power: It'll most likely take the guys quite a few hits to take
someone out and even then they might not be able to do it, and this
smash doesn't rack up the damage anywhere near iceberg, even though the
individual hits do send people sideways. Pit himself also isn't as
powerful as the Ice Climbers (few people can compare with TWO hammers
after all) and several times I've seen this not KO anyone in a four
person match. Still, in the right hands it has potential and Pit is a
very good character. Rating: 2/5

Looks: If you've played this game then you probably know that Pit is
annoying. I don't know if it's that way for everyone but I can't stand
to hear him talk. Oh well. The giant Palutena in the background is
what gives this almost all of its points here because here army
visually looks like a bunch of wimps. So pretty much the giant
Palutena is worth 3 points and the rest of the final smash is -1 so
we'll give it... Rating: 2/5

Vs. One Opponent: The entire army now has to home in on only one
person, so...yeah, this is where the move is best. You actually have a
great chance of knocking them out and getting some bonus damage on them
after they get back. I suppose if you're really, really good you could
get 2 KOs with this but I doubt it. Anyway, the move shines here.
Rating: 4/5

Vs. Multiple Opponents: Despite this being a final smash that "hits"
everyone, there's a decent chance you won't get to knock anyone out.
The optimal situation most of the time is they dodge one of the guys,
you smash them as they come out of it and then they get hit and knocked
out by another guy. On a small stage this move is better (that's the
way it is with almost all final smashes though). It's decent but
doesn't compare with many others. Rating: 2.5/5

Overall Rating: 2.9/5

Without Looks Rating: 3.1/5


O. Wario [W1]

Final Smash - Wario-Man

What happens? - Transformation! Wario becomes Wario-Man, and all he
has to do is eat some garlic! The mask! The tights! The cape! Is
that flying or something else?! Is he laser gun proof?!
Punches...they do nothing! The power! Wario-Man is here to save the
day! At least his day is better!!!

Application: Pop that garlic in pretty much anywhere you want, though
being on or above solid ground isn't a bad idea. Basically, you
control Wario-Man just as you would control Wario. He has mostly the
same special moves with some spiffy new features. Your smash attacks
are more powerful and have better range. You also rule the sky because
you can basically fly by using your moves in the air. This pretty much
gives you an infinite aerial combo while invincible, so you really are
quite fearsome. Your opponents attack will pretty much do nothing so
they're going to be running away from you. A special note about his
motorcycle's really, really fast now. So fast that you'll
likely take yourself out (you're still KO'd if you go off the screen, just
like everyone else). You the longer horizontal stages or if there are
walls, you can still use it if you want to, but it's not advisable. And
just don't use it in the air ever, or you'll be in for a nasty surprise.
Anyway, you know the drill here. Rating: 4/5

Power: Since this is a buff move, the power comes from how much more
powerful it makes you. The difference to all your moves is pretty
considerable, but it's not Landmaster level. I'd say his regular smash
attack's power moves up to about Ike's (or slightly higher) regular
smash attack's power except for the fact that it's faster and your
opponent can't hurt you while you're smashing them. Which is actually
pretty significant power. I'll give this a point lower than Fox's
Landmaster. Rating: 3.5/5

Looks: He's Wario-Man. Okay, the move is not visually impressive at
all, but he's freaking Wario-Man. Seriously, if you look close enough
you can see the smileys on his tights. Nowhere near as impressive most
final smashes but I'm putting him higher than Pit. Rating: 2.5/5

Vs. One Opponent: Basic for this type of final smash, only one person
to concentrate on so better for you. Still, since you move like a
regular character a skilled opponent will just run like crazy from you
and maybe even get away, unlike Giga Bowser where you take up so much
of the screen they can't really run away. It's good but there's
better. Rating: 3/5

Vs. Multiple Opponents: The final smash is technically worse, but to be
fair most people won't just stop attacking the non-Wario-Man characters
just so they can escape, so you may actually have a better shot at
knocking some people out. So I guess this should get almost the same
score. Rating: 2.5/5

Overall Rating: 3.1/5

Without Looks Rating: 3.3/5


P. Zero Suit Samus [Z2]

Final Smash - Power Suit Samus

What happens? - Energy surrounds Samus and she starts to spin. All
enemies in the immediate vicinity get sucked into the vortex and Samus
is suddenly decked out in her power suit. The vortex damages enemies
and sends them flying at the finish.

Application: This one's tough to rate. You're going to want to be on or
above something solid (probably). No matter what, activation will change
you into Power Suit Samus so that's something you'll want to consider, and
it will happen whether or not you hit someone. The radius of getting
someone isn't very big, but they don't have to be directly next to you.
They just have to be *close* to directly next to you. It doesn't even
have the range or Link's, but to be fair it sucks from all directions
and if everyone was around you trying to also get the smash ball you
might still be able to get them all, plus even if opponents don't get
sucked in they can still get damaged from some of the electricity. Still,
transforming into your Power Suit might actually be what you don't want to
happen (considering how differently they play, I myself actually prefer
Zero Suit Samus because I like faster characters). You can technically
taunt out of the Power Suit but it is very hard to do. Anyway... Rating:

Power: This move is alright in power but it's definitely not going to
KO an opponent who's at 0% or close to it. However, it does put some
damage on them (probably around 25%) and if they've already taken some
hits (likely) you have a fairly decent shot at KOing them. Rating: 3/5

Looks: Samus spins people into the vortex and then has her power suit
on. There's not much to it and really doesn't look that impressive
either. So...I don't about...I guess the glowing and
spinning is worth a point, considering I know a person who's amused by
something as simple as the colors on Olimar's down-B. Rating: 1/5

Vs. One Opponent: Get near them and hit B. If they try to hit it out
of you they shouldn't have the chance because the radius is big enough
that they shouldn't get the hit in if they're in range to get sucked
in. So just try to get near them and hit this. It's doubtful they'll
be able to dodge it if you get on top of them but they still might be
able to. The vortex lasts longer than the dodge which is the reason
they shouldn't be able to. Rating: 4/5

Vs. Multiple Opponents: Considerably worse unless they were all
gathered around you to begin with, but even if they were the range is
small enough that even if they're close they still might not be close
enough. Basically, pick the opponent you think you can actually knock
out with the move unless another one is just closer and easier to hit.
Rating: 1.5/5

Overall Rating: 2.2/5

Without Looks Rating: 2.5/5


Q. Ike [P2]

Final Smash - Great Aether

What happens? - Ike swings his sword in a great flaming arc. Ike and
anyone caught in the swing are taken immediately to the top middle of
the screen wear he slashes his victims several times with his flaming
sword, ending in one final down slash that slams his opponents to the
ground and subsequently sends them flying from the impact. Ike is
invincible while executing Great Aether.

Application: This is another of those that you have to get your
opponents near you to hit. In all fairness, Ike's sword is large so
you get a fair arc, but it doesn't go completely around you. If you
don't hit anyone, nothing happens of course. It's slightly easier to
hit with Link's in some situation, maybe harder in others, so it get's
about the same rating as him and Zero Suit Samus. Rating: 1.5/5

Power: Racks up damage and then has the big slam at the end. It
doesn't send people flying as well as Link's but racks up more damage,
especially when you compare the effect on multiple opponents. Either
way, you can probably take your opponents out with this move not
counting a really high ceiling. Quite strong considering the amount of
damage it also adds. Rating: 4.5/5

Looks: This move looks great. The first slash taking your opponent to
the top and then the repeated fiery slashes, combined with final slam
and explosion, it looks absolutely fantastic. I haven't heard of
anyone not liking this one, it just looks great. Rating: 5/5

Vs. One Opponent: Moves like this are great against just one opponent,
target them and take them out. They'll be fully caught in all the
slashes and the final slam. This is what the move is for. Rating:

Vs. Multiple Opponents: Try to catch as many as you can, you'll keep
everyone you hit in this entire time (which isn't true for Link's), but
still, you're probably not going to get more than one person. Slightly
better than Link's against multiple opponents but not much. Rating:

Overall Rating: 3.5/5

Without Looks Rating: 3.1/5


R. Pokemon Trainer [P4]

Final Smash - Triple Finish

What happens? - Squirtle, Ivysaur, and Charizard all pop out for one
great blow. Fire Blast, Solar Beam, and Hydro Pump all come out at the
same time in a great line of power. Traditional Pokemon text will
flash across the bottom of the screen, just let you know it's Super
Effective. The Pokemon are invincible while executing the triple

Application: Luckily, I don't have to write something separate for the
three Pokemon because unlike the Landmasters, Triforce slashes, and
Light Arrow, there is absolutely no difference regardless of who grabs
this one. Anyway, the beam of elements travels all the way across the
screen, but it's even smaller vertically than the Zero Laser. It's
larger very close to the Pokemon, where the blast originates, causing that
area to have significantly more power. So try to get near the edge of the
stage and unleash, it's better for you when there's only one good place to
stand. Still, since you hit people in a line and it's not as wide as
similar moves, it's a little lower, but not incredibly difficult to hit.
Rating: 3/5

Power: For being Super Effective, this move just is not as powerful as
I thought it would be. It's most powerful near the Pokemon, seemingly
becoming less effective the further the opponent is away. Also, is
seems possible to get out of the beam if you're opponent is only hit by
the edge of it. It's decent but not as good as expected. Rating: 3/5

Looks: This is pretty cool, you see the Pokemon lined up according to
height and unleashing their moves. Ivysaur's Solar Beam seems to be
the central part of the attack, surrounded by Squirtle's Hydro Pump and
Charizard's Fire Blast. It almost looks like an explosion at the
beginning, and quite simple this looks cool. Rating: 4.5/5

Vs. One Opponent: Just do your best to get them lined up in the beam.
It's not a bad idea to try and get them near the Pokemon when you hit
for the extra power. Still, this can be jumped and all that so it's
only average. Rating: 3/5

Vs. Multiple Opponents: Surprisingly, this is just about the same as
against one person. Try the same things. You can hit multiple
opponents but they can all jump it as well. They might not even attack
each other because it doesn't last all that long and their three
jumps may or may not protect them. Still, if you catch them you've at
least got something. This is the pinnacle of an average final smash.
Rating: 3/5

Overall Rating: 3.3/5

Without Looks Rating: 3/5


S. Diddy Kong [D2]

Final Smash - Rocketbarrel Barrage

What happens? - Diddy Kong uses the jungle technology available to him
to the fullest. He pulls out his peanut popgun...wait, he has two! He
pulls them out and activates his rocket barrel boost...constantly!
It's like a jetpack. He starts wildly firing his peanuts while
rocketing around the screen! Diddy is invincible during his wild final

Application: Okay, you can pretty much hit B anywhere because you have
a jetpack, but it's a lot smarter to do it over land, because you don't
technically move up. You control it completely by tilting right and
left, though tilting up gives you a little more control upwards, but
doesn't help you as much when trying to aim. You fire the peanuts by
attacking with either button. He fires pretty fast and it's relatively
powerful, but Diddy is quite hard to control like this. And if you get
stuck under the stage, you it actually takes a while to maneuver back
around because of the controls. You fire straight down so you aim
completely by steering, which can be problematic. You can get some KOs
this way, but if you can't control it very well you might get none or even
take yourself out. Still, the move is okay once you get it down and it's
easy to start up, so it's okay. Rating: 3.5/5

Power: The peanuts pack a pretty fair punch, but you still likely have
to connect with several of them, which is powerful. The jetpack itself
does damage as well if your opponent gets too close, so that's
something to remember. This really isn't Super Dragon or anything but
the power is okay. Rating: 3.5/5

Looks: Diddy Kong flying around with barrel jetpacks dual-wielding
peanut popguns? As crazy as it sounds, that's exactly what happens on
screen. If your opponents actually think about what's taking them out
that makes it even better than it actually is. Rating: 3.5/5

Vs. One Opponent: Only one person to concentrate on...which might
actually hurt this one. It's pretty hard to get this to aim correctly
and all that, and an agile opponent might be able to avoid you while
you fly around unwieldy. With enough control you can take them to town
but it's pretty tough. Rating: 3/5

Vs. Multiple Opponents: The move is probably better here as you're crazy
firing is more likely to actually land against someone. Plus, people
will probably knock each other around right into your path of
destruction so bonus for you. Who knows, the lack of control may even
cause you to hit someone you didn't even think you could. Rating: 4/5

Overall Rating: 3.5/5

Without Looks Rating: 3.5/5


T. Meta Knight [M2]

Final Smash - Galaxia Darkness

What happens? - Meta Knight grabs his cape and whirls it around
himself. If anyone is even remotely touched by the cape, the entire
stage is engulfed in darkness for a second. Anyone caught in this is
then immediately slashed through the darkness for a great hit. Meta
Knight is invincible for the short time he swings his cape.

Application: You've got to hit someone with your cape. Otherwise,
you'll have done nothing but look cool. The screen won't go dark or
anything unless you actually land with the cape. Once you do, anyone
caught is hit with the slash, even if they were caught in the small
area of the cape below and behind you. It also seems that people can
be knocked into the slash after the initial fling of the cape, but the
timing has to be spot on for that to happen and don't count on it
happen, and it can't even happen unless you got someone in the first
place. The cape extends a pretty good amount in front of you and even
above, below and behind you there's a little bit. Overall, it's not
the worst but make sure you land it. Rating: 2/5

Power: There's no racked up damage or anything, it's just the big
slash. It won't knock out opponents with too low damage, but it will
still do it at decent damage levels. I'd say the slash is about as
powerful as the final slash in Link's, except that everyone in the cape
gets hit with that whereas extra people caught in Link's seem to be
able to avoid that final hit. So the power is pretty good but not as
strong as the cool darkness thing would lead you to believe. Rating:

Looks: Meta Knight looks darn good flinging his cape out there, and
considering he blacks out the entire screen afterwards, it's pretty
hard for him to be more awesome while doing this move. Rating: 4/5

Vs. One Opponent: Standard drill here, just get them in your cape, and
don't forget about the room for error slightly above, below, and behind
you. The cape extends further in front of you than your opponent might
initially expect, so do everything you can to get them. Rating: 4/5

Vs. Multiple Opponents: Everyone caught in the cape gets the full
brunt of the slash, no exceptions. Obviously anyone not there doesn't
get touched, but that's a given for this type of move. Easier to catch
multiple opponents than several similar moves, with the added range in
front of you and all. Rating: 2.5/5

Overall Rating: 3.2/5

Without Looks Rating: 3/5


U. Snake [S3]

Final Smash - Grenade Launcher

What happens? - Show Time! Snake sends in the call and gets taken up
by helicopter, suspended from a ladder. You then seem him in front of
the screen and he has, yes, a grenade launcher! Everyone can see the
targeting reticule on the screen which Snake uses to aim 6 grenades at
his opponents. Then he...reloads?! 6 more grenades for your opponents
to run in terror from. At the end he's lowered back down to the Brawl.
Needless to say, Snake can't be touched during his final smash.

Application: Doesn't matter where you are, the helicopter will bring
you up in front of the screen, so you know the drill with this type of
final smash. The only thing is you actually have to aim here, so I
hope you know how. There's standard controls here A/B is fire, up is
up, down is down, left is left, and right is right. Why wouldn't it be
that way? Well, some people like aiming with an inverted axis but
that's not the case here, so keep that in mind. Basically aim and the
explosion will send people up, then you can juggle them all the way to
the KO. You can get multiple KOs on a single person this way as well.
If you wait to long to fire the game will auto-fire for you. You
definitely have time to aim but don't take too much time. Also, don't
forget after 6 shots you have to reload, so keep that in mind if
juggling someone toward a KO. Easy to activate and not to hard to aim,
this is good. Rating: 4.5/5

Power: The grenades themselves are fairly powerful, each one is
probably slightly more powerful than Power Suit Samus's smash missiles,
slightly less powerful than a Bob-Omb. The damage can rack up from
these things if you get multiple hits, and if you opponent has enough
damage (or are high enough on the screen) it may only take one to take
them out. This is a pretty powerful final smash. Rating: 4/5

Looks: This is exactly what to expect from Snake. He gets air
support, he has a grenade launcher with a targeter, it's hard to ask
for more than this for a character like this. Everything is pretty
much spot on except for the fact you don't have to worry about return
fire...which is even better for you! Rating: 4.5/5

Vs. One Opponent: Only one person for 12 grenades? Bad news for them.
It's very possible to get 2 KOs on that person with this, and if they
don't dodge them and you're really good you could even get 3, but any
opponent like that you could probably beat without the final smash
anyway, so whatever. Still, very good. Rating: 4.5/5

Vs. Multiple Opponents: Even if you have 3 other opponents, this is
still 4 grenades per person, which should be enough to take them out if
you're good enough. Or you could just go after that one guy/girl who
has trouble avoiding them and hope others get caught in the explosions.
Again, still quite good. Rating: 4/5

Overall Rating: 4.3/5

Without Looks Rating: 4.3/5


V. Lucas [L2]

Final Smash - PK Starstorm

What happens? - Lucas turns and shouts: "PK Starstorm!" Giant comets
rain down from the sky in a strictly vertical fashion, sending anyone
caught by one flying. Opponents can even get bounced around between
the comets for even more damage and opponents just get sent flying.
Lucas is invulnerable while conjuring the starstorm.

Application: Hit B where you grab the smash ball, solid land is your
friend. Anyway, you don't control where the comets rain down or
anything, Lucas just stands amidst the powerful comets he summoned,
completely un-phased by the chaos around him. Since there's nothing to
control, it's just basically hitting the button when you get it and
that's easy to do. Rating: 4.5/5

Power: Each comet is fairly powerful, but his move's real power comes
from your opponent getting bounced around several comets at the same
time. The damage racks up and the comets have the power to KO
opponents at relatively low damage levels depending on location on the
screen, and even if opponents are nowhere near a knockout, they could
just get knocked into another comet for a KO, so this move is good, but
if your opponents can avoid maybe all but one it's not that great, so
it loses a point there. Rating: 4/5

Looks: Okay, this looks awesome. Giant glowing comets rain from the
sky while you glow with invincible power. It's even more fun to watch
people get bounced around between the comets and blasting off the
screen in a glowing pillar of doom. Needless to say, this is cool.
Rating: 5/5

Vs. One Opponent: Well, here's the thing, you don't control anything,
it's all up to your opponent. However, this move can be quite hard to
escape, especially near the end when there are sometimes clumps of
comets that seem to annihilate everything. It's not nearly as good as
here as against multiple opponents, but in a lot of cases it only takes
one comet (whether it be because it bounces people between them or they
already have high damage). Either way, this is good. Rating: 4/5

Vs. Multiple Opponents: I can't think of a single final smash (except
maybe Ness, since it's about the same thing) that's better at nailing
everyone while you're untouchable. I suppose someone who's really good
at controlling Pikachu/Sonic would be better, but since the vast
majority of people won't be able to do that, and even people who are
great can't, this gets the highest score here. It's just hard to
avoid, especially on a small stage and even more so if your opponents
are still trying to fight each other. On second thought, there is one
other final smash... but I guess you'll have to read on to find out.
Rating: 5/5

Overall Rating: 4.5/5

Without Looks Rating: 4.4/5


W. Sonic [S4]

Final Smash - Super Sonic

What happens? - The 7 Chaos Emeralds are gathered and glow around Sonic
and he is immersed in light! He turns golden and starts to glow. He
flies around the screen at high speeds, going straight for his enemies.
Brawlers run in terror from his golden glowing form. Sonic is completely
invincible while in his Super Sonic form.

Application: Okay, this is actually quite a bit different than Pikachu's,
even though the two moves are still similar. Firstly, Sonic can't fly
through platforms, and he also doesn't have Pikachu's ability to rack up
actual damage as quickly. However, he seems faster, easier to control,
and sends people flying, while possibly even lasting slightly longer.
Grab the smash ball and hit B immediately, wherever you are, because
you're going to be flying around the screen and won't have to worry about
damage or falling in Super Sonic form. Rating: 4.5/5

Power: This move packs an obvious punch, capable of sending people at even
fairly low damage levels. The damage to their actual health percentage
isn't as great as what Pikachu can do, but his move is still very dangerous
for opponents. Rating: 4.5/5

Looks: This gets its own entry, because Sonic obviously doesn't turn
into a ball of electricity. The activation with the Chaos Emeralds is pretty
cool, and watching a golden Sonic fly all over the place at speeds that
would boggle the other characters is looks good. Actually, it's still
about the same as Volt Tackle... Rating: 3.5/5

Vs. One Opponent: See Pikachu. They're actually still quite similar here
because your opponent will have tons of trouble with you and might lost two
stocks/points. Rating: 4/5

Vs. Multiple Opponents: See Pikachu. The ratings still tell you how
good these are and everything, there's just not much more to say.
Rating: 4.5/5

Overall Rating: 4.2/5

Without Looks Rating: 4.4/5


X. King Dedede [K2]

Final Smash - Waddle Dee Army

What happens? - King Dedede is in complete control. He glows and is in
command of the Waddle Dee Army! Even the music changes at the King's
whim. These guys come from out of nowhere and move faster than what
you'd expect. They attack everything in their path and sometimes
Gordo's even come out for extra added punch. King Dedede is invincible
while using his dance to control the Waddle Dee Army.

Application: This right here is why no other final smash has gotten a
5 here, even if it's easy to land. Nothing beats landing this. On
screen, off screen below the stage all the way up in the sky, moving
stages...none of that even matters. Just hit that B button the second
you've absorbed that smash ball and Waddle Dee Army will appear. If
you're on absolutely nothing and below the stage, you'll literally
float in mid-air while dancing and summoning the Waddle Dee Army. Even
on moving stages, the stage will actually slow to a crawl so you can
execute the move. I've purposely gone to the bottom of Rumble Falls
(off screen but not KO'd) and to the left of Mushroomy Kingdom (same)
and the screen slows enough so that if you start to recover at the
immediate end the stage won't kill you. Even if you jumped off Final
Destination so you could grab the smash ball in the bottom right of the
screen, Dedede has enough jumps including his high-flying up+B to
recover back to the stage. Since you don't actually control the Waddle
Dee Army yourself, you can't really take that into consideration for
this move so all that counts here is executing, and like I said, you
can really do that anywhere. The closest move to application is
probably Super Dragon or something like that, but since you still have
to control Yoshi for that I just couldn't give anything else this
rating. Rating: 5/5

Power: Well, this move isn't that powerful, I suppose it most closely
compares to the other final smash with army in the title, Palutena's
Army. The Waddle Dees move relatively quickly and attack anyone
around. There are more of them than Palutena's soldiers, but since
they can't fly I guess there's a difference (they do seem to be able to
jump a little). Getting hit by one Waddle Dee isn't really going to do
anyone in, but a bunch of them might do the trick. However, Gordo also
has to be taken into consideration and he packs a real punch. Pit
doesn't have an equivalent for that so this scores slightly higher.
Rating: 2.5/5

Looks: King Dedede knows style. The music is under his complete
control during this, and it fits to a tee. Seeing a ton of Waddle Dees
and the occasional Gordo encompass the screen looks cool, and when you
add in King Dedede's little glowing dance it's just too much. Pit
wishes he was this cool, but he's not. Rating: 4.5/5

Vs. One Opponent: The enemies here sweep across the screen and can
attack, but it might not be all too difficult for one person to avoid.
Especially since Dedede is being awesome and dancing, thusly being unable
to knock the opponent into the army. Still, they can definitely get to
whoever it is. Rating: 2.5/5

Vs. Multiple Opponents: The Waddle Dees just have to spread out their
attacks here. They use the same formation as against one person, except now
there's less places to run because opponents will be fighting over places that
are safe, possibly causing the enemies to get swept away. Rating: 3.5/5

Overall Rating: 3.6/5

Without Looks Rating: 3.4/5


Y. Olimar & Pikmin [O1]

Final Smash - End of Day

What happens? - Olimar knows well enough not to stay out at night!
There are just too many large scary creatures out there. So he and his
Pikmin friends jump in his ship and blast off for the night.
Unfortunately, the blast off traps everyone else on the ground to get
attack by giant wild beasts. You can't see the attack but you can hear
it happening. When it's time to come back Olimar crashes his ship on
the stage, sending people flying, but he's okay! Olimar is obviously
invincible during his final smash.

Application: Once you got that smash ball, jump in your ship fast before
it's too late, but being close is definitely better. (If you use your
Final Smash over a pit, you'll have to re-pick them when you land because
they won't make it into the ship, so sad!) Your poor opponents will get
attacked by the beasts, while being almost definitely buried by the
blast off if anywhere in your proximity (which is likely because a smash
ball was just on the screen.) The bury from the blast off is similar to
what happens with DK's headbutt and the Pitfall item. When you come back
down, unless you land on a platform or something that stops them from
getting blasted, everyone in the area will go flying of the screen. On
stages like Rumble Falls and other stages with several platforms or that
are very large, you just won't hit them with rocket crash. Then all you
really did was a lot of damage, which is still great but not the same.
You crash close to where you took off, so you want to be kind of close to
your opponents and that's the thing that really makes opponents fly for
this thing, so that's knocks some off. Opponents may also be able to jump
away to avoid being ground (or even where the monsters are, enemies like
Pit can actually fly around above the monsters and not take that much
damage, though it may be a little harder for him to avoid the ship this
way or come to the ground fast enough) and the platforms have to be taken
into consideration. Rating: 4/5

Power: Well, your opponent's take a lot of damage and if they get hit
with the ship they are almost definitely gone. More powerful against
multiple opponents, but anyone who gets hit by this is going to wish
they hadn't, and everyone gets hit by this. Very good. Rating: 4.5/5

Looks: The blast off is awesome and it's great how the screen switches
to the stars. The background sounds are great for this smash and you
can even see some of the colorful beasts attacking your opponents. The
giant explosion of the crash is just good. Very good. Rating: 4.5/5

Vs. One Opponent: Rack up the damage on them and then crash into them,
pretty simple mechanics. Even if they don't get taken out by the
rocket itself, they'll have some big damage on them now and you should
be able to take them out. Great. Rating: 3.5/5

Vs. Multiple Opponents: The screen goes up so all of your opponents
take some big damage, and the crash can actually take out all of your
opponents as well. However, if the crash doesn't hit, people can steal
your KOs which can be depressing in time matches. Still, that could
happen with PK Starstorm as well...oh, and back to that, this is where
that on second though comes in. Yeah, here's a... Rating: 5/5

Overall Rating: 4.3/5

Without Looks Rating: 4.3/5


Z. Ness [N1]

Final Smash - PK Starstorm

What happens? - Ness turns and shouts: "PK Starstorm!" Giant comets
rain down from the sky in a wide, fan-shaped fashion, sending anyone
caught by one flying. Opponents can even get bounced around between
the comets for even more damage and opponents just get sent flying.
Ness is invulnerable while conjuring the starstorm.

Application: See Lucas. The only difference here is that the comets
rain down at a slight angle, which may be good or bad depending on how
you see it. Once you mention that little fact, everything from here on
out is the same. So there's really not going to be much to say about
it. Rating: 4.5/5

Power: See Lucas. Rating: 4/5

Looks: See Lucas. I think this actually looks slightly better than
the Lucas PK Starstorm (I like how they rain down better), but it's
about the same and I already gave that max score so this gets the same
as well. Rating: 5/5

Vs. One Opponent: See Lucas. Rating: 4/5

Vs. Multiple Opponents: See Lucas. Rating: 5/5

Overall Rating: 4.5/5

Without Looks Rating: 4.4/5


AA. Marth [M3]

Final Smash - Critical Hit

What happens? - Marth points his sword to the sky and the tip glows
ominously. Then Marth dashes across the screen quickly brandishing his
sword. When he reaches an opponent or opponents, he makes a single
slash. Suddenly, a life gauge appears and you see it completely
deplete! Your opponent just took a critical hit! There they fly!

Application: This is another one of those final smashes that you have
to line up. However, when Marth dashes across the screen for this, he
dashes quite far, as in he has better range than Link. Anyone caught
in this slash takes the critical hit and is immediately jettisoned.
Since it's one of those that you have to line up, it can't get a good
score here, but because of his giant dash he one-ups some of his
competitors. It is kind of important to keep in mind that if you miss
with this move, you'll still continue that dash. That's important to keep
in mind considering it could send you towards your own knock-out. The
dash seems to be amplified when you start in the air, and is significant
to worry about even on large stages. Rating: 2/5

Power: Basically, getting hit with this is bad. Even though it's only
one single slash, it's a critical hit. One, two, three opponents,
doesn't matter. You get hit by this the damage is absolute. You go
away. Unless something impedes you and you bounce multiple times this
is going to take you out. Scary. Rating: 5/5

Looks: Not much to it, sword up, dash and slash. The life bar
appearing is pretty cool, but that's about it. It's worth 2 and rest
is good for a 0.5. Not as good as Palutena, but since the rest of
Pit's got that -1 this still beats him. Rating: 2.5/5

Vs. One Opponent: Uh...yeah. Bye. Absolutely devastating. No other
move quite compares. Rating: 5/5

Vs. Multiple Opponents: Odds are you're not going to hit more than one
person, even though you could potentially hit both or all three. And
if you do they are gone. So this is okay, especially considering the
power. Rating: 2/5

Overall Rating: 3.3/5

Without Looks Rating: 3.5/5


BB. Luigi [L3]

Final Smash - Negative Zone

What happens? - A giant circle of darkness surrounds Luigi and
everything is changed to shades of gray, black, and green of course.
The music and the screen are Luigi's now, and his dance let's you know.
Opponent's are helpless before Luigi in his world, and he's out to
prove he's no second fiddle.

Application: Okay, firstly, I'm going to explain everything that
happens to opponents when they are in this bubble. But since I
wouldn't have known everything if it weren't for the official site, I'm
going to rattle off exactly what they said. I got this from which is known as Smash Bros. Dojo, under the
secret characters entry for Luigi where his final smash is explained.
This is what happens in the Negative Zone. Opponents suffer:

* Drastically reduced attack power
* Greater launch distance when hit
* Increased likelihood of slipping
* Steady increase in damage percentage
* Flower growth on head
* Dizziness
* Uncontrollable taunting
* Sudden sleepiness
* Decreased movement speed

And so on.... Luigi's Up+B landed correctly is apparently instant KO
for the helpless opponent's even if they were at 0% before hand, and
his smash attacks will probably do the number as well. If your
opponents are jumping while in the negative zone, they can't fall
asleep, taunt, or slip (also taken from the Dojo) so that's something
to take into consideration. The negative zone has limited range though
so make sure you actually trap them in your bubble. Not hard at all on
small stages. It's especially nice to make the Negative Zone appear
near the respawn point to try to get multiple KOs out of single
opponents. Pretty easy to land, but you can't do it below the stage or
too high in the air or anything like that. Rating: 4/5

Power: The negative zone itself isn't too powerful even though it does
do consistent damage. The increased power of your moves, or more
exactly, the increased launch distance is the real kicker, especially
when you consider the Up+B being pretty much an instant KO. So this
gets... Rating: 4/5

Looks: Well, suggestive themes aside, you should take this at face
value. Luigi gets his own little world. He's got the moves, the
music, but he's got the real kicker. Making your opponent's
uncontrollably taunt is just amazing, and I get a kick out of it every
time I see the super slow-motion taunts, especially ones like Mario's.
Good rating here. Rating: 4.5/5

Vs. One Opponent: Too simple, only one opponent to trap in the
negative zone and you are going to take them out. Not only that, you
have a better range than say Marth's or something, the only problem is
if they jump or something. But considering they will be slowed and
you're not, you can still probably land the fire jump punch and knock
them out anyway. I guess they could get a lucky dodge and run away,
but it'd be tough. Since this guide is about telling you how to use
the moves and such and now you know the instant KO, this has to get the
best score. Rating: 5/5

Vs. Multiple Opponents: If everyone was around you trying to get the
smash ball, they are in a lot of trouble if they failed. Someone may
be able to escape, but you can take them out of commission. On a small
stage, you've probably gotten yourself multiple KOs and depending on
position, take people out more than once. You could also miss-time the
move and not get anyone in the negative zone initially which wouldn't
do anything much for you, because it's not like it moves with you.
Still, it's very good and a potential on multiple KOs. Rating: 4/5

Overall Rating: 4.3/5

Without Looks Rating: 4.3/5


CC. Falco [F2]

Final Smash - Landmaster

What happens? - Falco calls to his ship to drop the Landmaster into
combat. Basically, you become the blue Landmaster, becoming invincible
and having a giant cannon on the front. You proceed to rampage in your
tank for a decent length of time while your opponents figure out how
best to evade.

Application: See Fox. Here's the difference. Fox's Landmaster has
much better maneuverability on solid ground. Running into enemies on
the ground is more powerful. He's faster there and can handle the
terrain better. Falco, on the other hand, his domain is the sky.
Hitting enemies in the air is stronger and you move much faster and
more gracefully in the air, which is better for flying your opponents
up off the top of the screen if they decide to take a ride. Other than
that, you've got your basic tank. Rating: 4.5/5

Power: See Fox. Rating: 4/5

Looks: See Fox. Same color and all. Rating: 2/5

Vs. One Opponent: See Fox. Rating: 4/5

Vs. Multiple Opponents: See Fox. Rating: 4.5/5

Overall Rating: 3.8/5

Without Looks Rating: 4.2/5


DD. Captain Falcon [C1]

Final Smash - Blue Falcon

What happens? - Captain Falcon calls for his vehicle, the Blue Falcon!
It comes to him, knocking the enemies nearby to...the race track? Time
freezes on the stage and a cinematic scene occurs! Captain Falcon
drives down the track in the Blue Falcon while his opponents try to
figure out what happened. Due to his amazing speed, they can't react
in time and are jettisoned off the stage!

Application: Okay, the first thing to understand is that Captain
Falcon has the only cinematic Final Smash. Once you hit it, even if
there are unaffected competitors on the screen, you will be transported
to the track in the Blue Falcon, as will your opponents, except they'll
be without a vehicle...bad call. Anyway, the Blue Falcon comes in
right in front of where you are and anyone hit by that initial drive-by
will be in the cutscene. Obviously, you can compare this to Link's or
Meta Knight's or whatever, but you know the scores with these types of
final smashes. Rating: 1.5/5

Power: This move is very powerful, and is going to be a likely KO on the
opponents you hit, though on a big enough stage and such your opponents
actually can survive if you're too far away from the edge. Capable of
KOing 0% opponents in the right situation though. Rating: 4.5/5

Looks: Okay, Captain Falcon has his own cinematic, which none of the
other characters boast. That gives him some serious points. I don't
know what idea Nintendo is giving kids by having Captain Falcon run
over his opponents but I will say this right now...DON'T DO IT KIDS!
HITTING PEOPLE IS BAD! Anyway, this is great looking for what it's
worth. Rating: 4.5/5

Vs. One Opponent: You hit them and they go bye-bye. Nothing else to
say really. Rating: 5/5

Vs. Multiple Opponents: Pretty much the exact same as Marth here as
well. Go for one person and if you hit another then good for you.
Rating: 2/5

Overall Rating: 3.5/5

Without Looks Rating: 3.3/5


EE. Lucario [L4]

Final Smash - Aura Storm

What happens? - Lucario transports to the top of the screen. With a
thrust of his arms, he unleashes and amazing aura beam. The beam grabs
opponents caught in it and makes them feel the pain, and at the end of
the blast opponents are sent flying. Lucario can't be hurt while
unleashing Aura Storm.

Application: First off, this is one of those where you can hit B as
soon as you get the smash ball. However, you then have to control the
beam by tilting left or right. It's not very wide and it moves slowly.
Plus, you can only move it so far to the right and left, giving your
opponent's an opportunity to jump over it long enough to avoid it.
Just make sure you start moving it toward them as soon as you possibly
can. Something serious to consider is that this actually works like
Lucario's other moves, in that the more damage you have, the more
damage this does. That doesn't really matter for when you execute,
because you're going to do it as soon as you get it. It's just
something to remember. The end of the beam is when they go flying,
opponents are damaged during the duration. You should point the
control stick directly at your enemies near the end and you get some
extra power. Easy to start but not the best thing to land, it still
gets good points for set-up. Rating: 4/5

Power: Honestly, it's not nearly as strong as it looks. It's in that
class with Pokemon Trainer (not surprising because Lucario is a
Pokemon) where it doesn't pack the punch you thought it would. Even if
you have Lucario at high damage it just doesn't have amazing effect on
low damage opponents, and even on decently damaged opponents it might
not KO. Odd. It still KOs if the cards line up, and does rack up
damage, so it still gets the same score as the Pokemon Trainer. 3/5

Looks: Okay, this move looks amazing. It looks like an absolutely
vicious beam, I don't know what does it, but it's almost scarier than
the Zero Laser. The light emanating from Lucario looks cool, and
moving it just makes it cool. What it lacks in power, it makes up for
in style. This category actually makes the move sound worse than it is
in the other categories, simply because of how visually impressive it
is. Rating: 5/5

Vs. One Opponent: You get to aim at one person so good for you. I
suppose this is where it's better but now there's also no one to help
you knock them into it. On a small enough stage you'll most likely hit
your opponent unless it's Jigglypuff or Peach or someone who just seems
to stay in the air forever and get over the beam's range. Pretty good.
Rating: 4/5

Vs. Multiple Opponents: Okay, if they're on different sides of the
screen you aren't going to hit both of them, you'll probably just want
to aim where you see more bodies. There's a good chance you'll catch
multiple people in the beam even though it moves so slow, but still
it's not amazing, just average, which is still surprising. Rating: 3/5

Overall Rating: 3.8/5

Without Looks Rating: 3.5/5


FF. R.O.B. [R1]

Final Smash - Diffusion Beam

What happens? - R.O.B. activates the Diffusion Beam! A swirling beam
of light starts spiraling in front of him. All enemies in front of
R.O.B. are caught in the maelstrom of destruction in front in him,
while he's still fully capable of attacking with most of his attacks.
R.O.B. is vulnerable with the diffusion beam active, but anyone caught
in it will be staggered and open for attack. R.O.B. becomes invincible
while executing his Diffusion Beam.

Application: Firstly, don't get too fooled by the what happens part.
I have to make them all sound cool. The spiraling beam in front of you
is only about two Luigis wide. Secondly, it doesn't send people
flying, just staggers and racks up damage. However, the important
thing to keep in mind is that you can use all of your Robotic Operating
Buddy's moves except for his Robo Beam with this active. With this in
mind, you can actually KO several people with some skill because R.O.B.
is pretty powerful and has some good moves pack a punch. Not only that,
his ability to basically fly wherever he wants for a short amount of time
can't be overlooked. Catching people in the diffusion beam isn't hard
because you only have to be near them. What's funny is that one of
R.O.B.'s taunts (yes, you can taunt with Diffusion beam on, just like you
can taunt with Wario-Man and Giga Bowser) will actually make the Diffusion
Beam arc over him, potentially hitting people above and around you. I
don't really recommend doing this but it's funny to damage people this
way. Also, R.O.B.'s Diffusion Beam occasionally shoots out an actual beam
with a much larger range that can really pack a punch on high percentage
opponents. Anyway, you can hit B right when you get the smash ball and
then just find some people to torment. You control just the same and
everything so go get your opponents. Rating: 4.5/5

Power: Well...the beam can really rack up some damage, and R.O.B. has
some pretty powerful attacks for that matter, but I suppose the actual
power of the actual final smash isn't that great. There's some bonus here
for the beam occasionally firing as well. Still, lining people up for your
already powerful moves deserves some points. Rating: 3.5/5

Looks: Well, the spiraling power looks pretty cool, but really that's
all there is to it. It's hard to rate this one accurately but it's
just not impressive past when you first see it and even then not so
great. Rating: 1.5/5

Vs. One Opponent: As long as you face your opponent, you can get them
pretty good. Thusly, this is a great situation for R.O.B. as he can get a
potential KO here and then rack up some damage for next time. Rating: 4/5

Vs. Multiple Opponents: You just have to fight like you normally do with
the added bonus of non-stop destruction in front of you and being
invulnerable. You actually have a decent shot at racking up several KOs
here with your added beam power and the amount of damage your opponents
accumulate. Rating: 3.5/5

Overall Rating: 3.4/5

Without Looks Rating: 3.9/5


GG. Mr. Game & Watch

Final Smash - Octopus

What happens? - Mr. Game & Watch is transformed! He's takes the shape
of a two-dimensional octopus! Mr. Game & Watch can jump about in this
form and lash out with his tentacles. Even though he can't turn
around, he can still move in both directions. Surely this 2D terror is
not to be trifled, because he can't be! Mr. Game & Watch is an
invincible octopus!

Application: Okay, you want to hit B as soon as you get the smash ball,
but still make sure you're on or above something solid, because in
octopus form you only get the standard two jumps, there is no third jump
to help you out. You do control him like a regular giant character, the
differences are you get those two jumps and tapping the attack buttons
make the tentacles lash out. When you aren't attacking with the tentacles
your body can do good damage and when you're attacking the tentacle's are
things that do damage. Mr. Game & Watch is pretty easy to control here
and you can get multiple KOs on a small stage, combined with his
invincibility and new size this is a final smash to beware, just remember
the one jump rule. Rating: 4/5

Power: Mr. Game & Watch is pretty powerful here, just remember which
part of his body you're attacking with. You'll likely need to score
multiple hits to knock people out, but that's not very hard. It's not
like the attack power bonus of Giga Bowser, but you're still quite
strong and can't be hurt. Rating: 3.5/5

Looks: Okay, you're an octopus. And you have awesome 2D tentacles.
And you can jump around a little bit. And your opponents are running
from a 2D octopus. This is really cool. Rating: 4/5

Vs. One Opponent: Like most transformations, you only have one person
to deal with, so you can fully concentrate all of your attacks on them.
This should net you a knock out plus damage on the next, possibly even
2 KOs if you get lucky or your opponent can't get out of your path.
Rating: 4/5

Vs. Multiple Opponents: Similar to Giga Bowser except you can't be
damaged, with a little less power. On a giant stage this might be a
little difficult, but you can theoretically take out all your
opponents. Plus, they might even give you a hand with it. Rating: 3/5

Overall Rating: 3.7/5

Without Looks Rating: 3.6/5


HH. Toon Link [T1]

Final Smash - Triforce Slash

What happens? - Toon Link shoots the triforce out of his hand and it
envelops his opponent. He then proceeds to slash them several times
with his sword and lets out one final slash that sends the opponent
careening toward the edge of the screen. Toon Link is invincible while
executing the final smash.

Application: See Link. The difference here is slightly less range.
You also do fewer slashes. However, the final slash of the attack is
more powerful, so that's something to consider. Toon Link apparently
doesn't get as much of the slight vertical leeway as Link's does either.
Same as Link's, you can possibly get more people caught. Rating: 1.5/5

Power: See Link. Rating: 4.5/5

Looks: See Link, except now you look all cartoony, which might
actually make it better or worse depending on the person. Same score
though. Rating: 5/5

Vs. One Opponent: See Link. Rating: 4.5/5

Vs. Multiple Opponents: 1.5/5

Overall Rating: 3.4/5

Without Looks Rating: 3/5


II. Wolf [W2]

Final Smash - Landmaster

What happens? - Wolf calls to his ship to drop the Landmaster into
combat. Basically, you become the red Landmaster, becoming invincible
and having a giant cannon on the front. You proceed to rampage in your
tank for decent length of time while your opponents figure out how best
to evade.

Application: See Fox. Here's the difference for Wolf. His Landmaster
is like Fox and Falco's combined. He's got Fox's land maneuverability,
Falco's air maneuverability, and he has a more powerful gun than both
them. What's the catch then? The amount of time Wolf spends in his
landmaster is shorter, so use that extra power and maneuverability to
get as many KOs as possible as quickly as you can. 0.5 less for the
shorter time. Rating: 4/5

Power: See Fox. 0.5 greater power for aforementioned reasons.
Rating: 4.5/5

Looks: See Fox, except that Wolf's Landmaster is red. Rating: 2/5

Vs. One Opponent: See Fox. Rating: 3.5/5

Vs. Multiple Opponents: See Fox: Rating: 4/5

Overall Rating: 3.6/5

Without Looks Rating: 4/5


JJ. Jigglypuff [J1]

Final Smash - Puff Up

What happens? - Jigglypuff starts glowing and begins to rapidly expand!
Bigger, bigger, bigger! Jigglypuff is gigantic, dwarfing even the
mighty Giga Bowser. What will she do in her new giant, invincible
form? JIGGLY!!! Jigglypuff yells aloud and puffs up and down, sending
anything close by far away!

Application: Okay, basically, you want to be above something solid,
but probably near the lowest point of the stage since you're going to
be giant. Once you meet those conditions you can just hit B, but
meeting them isn't that important since you're going to be HUGE. For what
it's worth, you can actually do this move anywhere because Jiggly gets her
jumps after the move and she stays in place while growing large, but the
above conditions are still kind-of important to meet considering that's
where your foes will be retreating to. You'll want you're opponents near
you but they may be able to get away, meaning this really won't do much.
Still, it's not hard to hit because you're absolutely giant, and you can
get taken out by moving stages, but only if you're practically already off
the screen to begin with. Rating: 4/5

Power: Okay, this one is tough. The move itself does not actually do
any damage. (I have had people tell me that Jigglypuff's final smash
actually does do damage if you are in close proximity to her. I do not
believe this to be true. Damage can be resulted from this move, but the
final smash of Jigglypuff does not actually cause it. On a stage like
Shadow Moses Island, if Jigglypuff knocks foes back and forth between
herself and the stage, they'll likely take damage from being knocked into
the stage several times. This is a result of the final smash, but I've
tried several times without factors like this, and this move just does not
do damage on it's own without outside factors.) However, if your opponent
is touching you anywhere on you're new, gigantic puffball body they will
get sent away, likely resulting in a KO. So this goes by your opponent
getting hit, and even though they don't get damaged, it's a powerful push
away, so that's worth some major points in and of itself. Rating: 4/5

Looks: Okay, giant glowing Jigglypuff is just awesome. It is so cute
and when it says Jiggly it's amazing. I can only imagine how
sickeningly cute it is in Japanese when she says "Purin" because it has
to be even cuter. I don't care what e-mails I get for this little
thing right here, I'm giving it max. Rating: 5/5

Vs. One Opponent: This is one of those moves that is definitely worse
against a single opponent. Unless there is absolutely nowhere to run,
your opponent will be able to flee while you're expanding, so this move
definitely gets knocked against a single opponent, even though on the
right stage it is still devastating. Rating: 1/5

Vs. Multiple Opponents: Here you go, this is when you're great. You
could possibly take out everyone because you're huge. Even if they can
get away, are your opponents really just going to trust each other
enough to just stand in the same safe place and not do anything.
Probably not. They'll likely attack each other, possibly pushing them
into you and sending them off screen. You have the potential of
getting everyone or no one, but this move is good against multiple
opponents nevertheless. Rating: 3.5/5

Overall Rating: 3.5/5

Without Looks Rating: 3.1/5


KK. Ganondorf [G1]

Final Smash - Beast Ganon

What happens? - Ganondorf transforms into Ganon! He becomes incredibly
large and lets out a mighty stomp. Then he surges forward hammering
anyone in his path, and then is transformed back at the spot the move
was executed. Ganondorf is invincible while executing this move.

Application: Okay, this is one you have to line-up, but you have a lot
more lee-way than with Link, Marth, or even Meta Knight. Hitting this
on the ground is better since the stomp will stun your opponents and
then they will go flying. I guess it's kind of a combination between
Marth and Mario's, even though it doesn't look like either of those. I
guess it's average on the landing it part. Rating: 3/5

Power: This move does significant damage is another one of those
almost sure KOs on anyone hit. So just like those moves, this gets the
almost max rating in the power category, fitting of the might Ganon.
Rating: 4.5/5

Looks: Okay, he transforms into Ganon, and that is just amazing. The
charge is just great looking, especially with the standard final smash
glow. I especially like the shockwave from the stomp, but like in all
his other endeavors, I'm going to have to have him be one-upped by
Link. Rating: 4.5/5

Vs. One Opponent: Just find them and nail them. Would be max if it
was a guaranteed KO but even so it's darn close. Rating: 4.5/5

Vs. Multiple Opponents: Unlike other moves like this, it actually has
a bigger range. Thusly, it gets a pretty good score here since the
dash across the screen is quite large and it's still and almost assured
KO on everyone caught in the path. Rating: 3.5/5

Overall Rating: 4/5

Without Looks Rating: 3.9/5


6.) Misc./Updates

"I'm not entirely sure what to put here, probably this is where updates
will go. Also, I'm sure I'll think of something to put here, maybe
people will give me suggestions or something, I just think it should be
here for some reason." - Me, Version 1.0 of Guide

Okay, figured out something to put here, an update list!

That's a pretty good start.


Update List:

3/14/08 - Version 1.0 - The initial guide was posted.

3/15/08 - Version 1.5 - Several changes in a short span, mainly on Pikachu
and Sonic. Slight changes to clear some things up on Donkey Kong, Samus,
R.O.B., Olimar, Peach, and Captain Falcon as well. Lots of thanks. Minor
grammatical things.

3/18/08 - Version 2.0 - Tons of changes. Too many to name, so hopefully
this is the biggest update I'll ever have to make. Check the thanks
section for all the help I got.

Something else to put here already. Neat little things that you may want
to watch out for, but since they have to do with Final Smashes you may
want to know them!


*Submitted by Chris Rice about Wario-Man:

"Just you inform you Wario`s final smash Wario-Man allows Wario to
virtually "fly" using his aerial attacks .This give him infinite recovery
,he can also spam aerial attack giving him ultimate aerial combo-ability.
Finally Wario can Down Aerial and up aerial back to the stage for an
amazing spike. Also it increases Wario`s range on move such as his forward
smash. In fact as Wario-Man he covers half of Smashville!"

*Submitted by Zelloss for a more detailed difference list between Pikachu
and Sonic's Final Smashes in case you wondering:

"Super Sonic vs. Volt Tackle:
Although they may at first seem very similar, further testing with them
has proven that they are very, very different moves - even if the damage
abilities of them is roughly the same.

Volt Tackle:
-Is never stationary. If you activate this Final Smash but do not touch
the controller, you'll understand.
-"Slings". If moved, then it will tend to want to form a constant loop -
try directing it, then letting the control stick go. This also accounts
for the seemingly unsteady movement it produces.
-Near the end of the move, Volt Tackle slows down to a much smaller (and
less damaging) movement. This is the only time when it will actually slow
down - due to the non-stationary movement and the "slinging" effect, it
will until that time move fairly fast after its first movement. This does
give the user the advantage of knowing when the move is about to end.
-Until nearing the end of the move, Volt Tackle is also capable of passing
through solid walls. Near the end, however, it will no longer have this
-Pikachu will never enter "Magnifying Glass" range while using this move,
preventing him from getting KOs but also from hitting characters in the
very boundaries.

Super Sonic:
-Due to the lack of "sling", Super Sonic is more precise in control. He
will not move automatically if the control stick is released, and will
also not bob or weave.
-Super Sonic can be manually made to move slower, to help hit enemies
trying to dodge. Slower-moving Super Sonic does less damage.
-Super Sonic is never capable of passing through objects.
-Super Sonic can enter the "Magnifying Glass" range to hit recovering
opponents, but will still not KO himself while Super Sonic is active
-Super Sonic does not slow down when nearing the end of the move - in
fact, there is no way to tell.
-I can't be entirely sure, but I think that the "Hit Range" of Super Sonic
is slightly smaller.
-Super Sonic is also, of course, faster."


*Submitted by Chris Rice:

"If you're up for mentioning tactics, one that I use is I'll hit them with
Yoshi's body so that it ensures a direct hit. Once they're flinching from
Yoshi hitting them. They can't dodge the immediate fireball."


*Submitted by a person who didn't want credit:

On Odin Bridge, if the bridge is busted, leaving the pit, you can press b
while in the gap. Jiggly will grow until the bridge finishes rebuilding.
If it doesn't rebuild while the final smash is being performed, then the
glitch won't work. She then stays at that size. It doesn't increase attack
power, and she still weighs the same. Also, it makes her a bigger target.
But, it does allow for some mind games, and her jumps and range are
enhanced proportionately by how big she got before getting stuck at that

If you are confused by the description, then look at this video:


^Things like the above are definitely things that should be included in
this guide, but I can't really look for every glitch in the game or
anything so if you find something feel free to send it in and it'll go
down here.


7.) Thanks

Awesome, thanking people time.

Firstly, let's thank the people who made this game and made the
characters in this game, and they are (thanks again to the Dojo site):

*HAL Laboratory, Inc.
*Creatures, Inc.
*APE, Inc.
*Konami Digital Entertainment Co., Ltd.


And yet again, the official site for Super Smash Bros. Brawl on the
Wii, Smash Bros. DOJO:

Absolutely fantastic, so another special thanks goes to:

*Masahiro Sakurai

He's the mastermind behind Smash Bros. and the guy who was nice enough
to give us the DOJO, so absolutely thanks to him.


Now that I got that out of the way, I'm going to thank the people I
play with because they are awesome and don't cry too much when I beat
them, and I guess don't gloat too much when they beat me:

TMAN, Schoch, Moo, John, Tru, Lucas, Trevor, Ian, Clarky, Ryan, Doug,

But especially TMAN since we play at his house on his Wii on his game,
and since he looked over the early portions of this guide for me.


Thanks to the people on the GameFAQs Message Boards who figure out lots
of things even though some of them know if you go


Down here is where I thank people who e-mailed me with things I changed
in the Guide.

*The_Soul_Gauge and Blueberry91 - The first of SEVERAL people to point out
that the "gems" around Sonic are the Chaos Emeralds. Credit for being
first, I actually got quite a few e-mails about this, which really
surprised me, and actually made me feel dumb for not knowing anything
about Sonic. After looking at the Official Brawl website again it even
says they are the Chaos Emeralds so now I feel even worse for not reading
completely everything there. Oh well, it says Chaos Emeralds now.

*Daniel Brown - Big clarifications on Pikachu/Sonic and how they act with
platforms and such and making me re-check Captain Falcon's Power.

*Mark Romero and Jake Marshall - Made me be more clear about DK's Final
Smash. I thought I had pointed out that tapping A in time with the beat
on the original guide made the move more powerful in Application, but I
was obviously not clear enough considering I got multiple e-mails about
it, so now it's better for everyone.

*Matt Moses - Again, helped greatly with Pikachu and Sonic, had to make
quite a few changes for them.

*Simeon Lim - Also pointed out about Pikachu's final smash, and another on
the clarification of DK, and pointing out about R.O.B. occasionally firing
on the Diffusion Beam.

*Adam Renninger - Pointed out moving Samus's beam with the control stick.

*Adam Ahmed - More help with character unlocking.

*HikaruYami - Caused me to replace "Power Gamer" to "Without Looks", which
is what I probably should have done in the first place. Also got me to
lower Olimar's rating after considering what he said, and put a change
into the introduction. They're and their clarification on my grammar as
well. Lots of thanks.

*Peace_Frog - Clarification on Kirby's Final Smash.

*David Streifel and Evil Eye - First of a ton of people to e-mail me to
tell me about Peach's Final Smash doing damage. I got a lot of e-mails
about his, not quite as many about the Chaos Emeralds but still a lot. I
can't name everyone who sent me something about this, but I thank them too
for doing so.

*kirbyparufo - Big clarification on R.O.B.

*AzureLivesOn83 - A couple of different errors brought to my attention.

*Jeffrey McNeil - Quite a lot of things, including DK and others. Thanks.

*m at - A very large list of things were sent to me by this nice person,
and tons of thanks for that.

*The Guy with M,any Aliases - Yet another of those people who sent me
quite a few things that would take up too much time to name everything but
is much appreciated.

*Froborr - Making me check something on R.O.B.

*Croove55 - Tried to help me with a different thing on R.O.B., but was a
really nice person when e-mailing even though I had already updated, and
since he was a cool guy I decided to put him here anyway.

*Zelloss - Another person who sent me a ton of information and deserves
extra thanks. List of Pikachu and Sonic differences in Misc.

*Jay - Another clarification on Marth.

*Tehdave - A small list of clarifications and such.

*Lee Ann Veatch - A small clarification on Wario-Man.

*Chris Rice - Clarification and tactics on Yoshi's Final Smash.

*Kyleab - One of several people who helped me on naming some of the as of
yet unofficially named final smashes, but gets the thanks for actually
giving reference as to why they were correct.

If you e-mailed me something and I didn't give you thanks here, it's
probably because one or several of the above people beat you to the bunch
and it would be kind of ridiculous to have 20+ names for something like
Peach's final smash doing damage. I do appreciate the help and once again
thank you for contributing, but I just can't put everyone up there,
especially if I got the e-mails after I sent the actual update in. Please
keep e-mailing about things I have incorrect or little clarification or
what not, I'll always try to keep the guide updated and give credit where
applicable. Thanks again.


And Thanks to GameFAQs and similar sites for making a place to put
things like this. They really help people out.

I guess I'll thank you for reading it too, even though you don't really
deserve it. I take that back, you totally deserve thanks if you don't
send me crappy e-mails.