Super Smash Bros. Brawl Character Damage FAQ

Super Smash Bros. Brawl

Character Damage FAQ

Version 1.2



=====Contents=====



*About

*Explanation of Testing

*Terms

*Misc

*Characters





=====About=====



This FAQ will list the damage done by most of each character's attacks.

I have not yet included information on Final Smashes, or attacks you make

when standing back up after a fall. Also there is a little bit of

information on each character's fighting style or special notes.

This guide is primarily for the curious, as many other factors besides just

raw damage, such as knockback, speed, and lag, affect a move's effectiveness.

The characters are listed according to their icon placement in the SSBB

character select screen, going from top to bottom, left to right.

Use the 'Find' function (press the 'Ctrl' button and the 'f' button

at the same time) and search for a character's name in [square brackets]

to find them. Both Japanese and English names are given, in English



Updates:



20/1/08 - Updated various attack effect descriptions.

22/1/08 - Updated various attack effect descriptions, expecially Kirby,

Wario, and Dedede.





=====Explanation of Testing=====



These tests are with the initial Japanese copy of the game, purchased on

February 31st, 2008.

All tests in Training Mode on Battlefied vs. Koopa/Bowser (The high weight

makes it easier to land multi-hit attacks). This also means the damage

listed is theinital damage for the attack, before attacks get weakened in the

casewhere you use the same attack over and over again.



All directable > attacks (Such as A> And Smash> for most characters) are done

at horizontal level, instead of tilting up or down. Tilting up usually

increases the damage a few (0~2) points and raises the angle the enemy gets

hits flying, for many characters. Tilting down usually decreases the damage

a few (0~2) points and lowers the angle the enemy gets hits flying, for many

characters.



All ledge attacks were performed with character's damage at 0%, and the enemy

right at the edge.



All damage for attacks is listed as the maximum possible damage the attack will

do, if all hits land on the opponent. If it is a multi-hit attack,

the number of hits will be listed in brackets after the attack, and separated

with a'-', e.g. 32 (15-17) means an attack does 30 damage total, 15 on the

first hit,

and 17 on the second. A '~' indicates the move does variable damage for

some reason, e.g. 10~8 means the moves deals between 10 and 8 damage in

various circumstances. Usually I try to point out what circumstances

these are. The note "if all hits land" means that the stated damage will only

occur if all of the individual hits connect with the enemy, which may or

may not happen depending on circumstances for that particular move.



As a note, the SSBB engine seems to record the damage for each character in

fractions or percentages, such that the displayed health for a character or

move may nto be entirely accurate, such as doing two consecutive 4 damage

attacks to an enemy, and them having a total of 9 damage afterwards, implying

the attacks actually did something like 4.5 damage or something. I mostly

ignored this, so all damages here may differ 1 oe 2 points in play depending

on the situation.





=====Terms=====



This is an explanation of some of the terms, as used in this FAQ.



All references to 'character' or 'you' mean the fighter you are currently

controlling, and all references to 'enemy' mean the person you are attacking.

All references to character positions mean the character being controlled,

e.g., '30 above head, 26 in front,' means the attack does 30 damage if the

enemy is above your head, and 26 damage if the enemy is in front of you.

Likewise, '20 at heel, 5 otherwise,' means the attack will do 20 damage

if you hit the enemy with your heel, and 5 damage if you hit with a part

other than your heel.



"First hit knocks enemy away," means that for a multi-hit attack, the first

hit will push the enemy out of range for the subsequent hits, so the only way

top get the maximum damage is to use it while they are frozen, or stuck in

the ground or something.



A sexkick is an attack that lasts a little while, and gets a little bit weaker

the longer is is out.



Neutral aerial attack = Nair

Forward aerial attack = Fair

Backward aerial attack = Bair

Upward aerial attack = Uair

Downward aerial attack = Dair



Fthrow = Forward throw

Bthrow = Backward throw

Uthrow = Upward throw

Dthrow = Downward throw



FSmashv = Downward smash with the enemy in front of you.

BSmashv = Downward smash with the enemy behind you.



A 'spike' refers to any move which will send an airborne enemy downwards...

really fast... as determined by my subjective judgement. I make no

distinction between 'spikes' and 'meteor smashes' because I do not know how

to tell the difference. I may not have labelled all spikes yet.



'Helpless' refers to the state some characters enter after using their B^

attack, where they cannot jump, attack or dodge, only fall and drift until

they either touch the ground or are attacked. I will list 'helpless' after

an attack to indicate that upon the completion of this move, you will be in

the 'helpless' state.







=====Misc=====



You can only do 4 footstool jumps without landing, and these do no count

against your regular 2nd air jump.







=====Characters=====





[Mario]



A 3

AAA 3-2-4

A> 8

Av 5

A^ 7



Smash> 17 if the fireball hits, 14 at close range

Fsmashv 15

Bsmashv 12

Smash^ 14



Charged Smash> 23 if the fireball hits, 19 at close range

Charged Fsmashv 21

Charged Bsmashv 16

Charged Smash^ 19



Dash attack (sexkick, 9~7)

Ledge attack 8



Nair 10 (sexkick, 10~5)

Fair 12 at the front, 13 at sweetspot, can spike

Bair 12

Uair 11

Dair final hit 7, 12 if all hits land



B 5

B> 5

Bv 0? (pushes enemies away, can aim up and down)

B^ 12 if all hits land, helpless



Fthrow 9

Bthrow 12

Uthrow 8

Dthrow 6



Notes:









[Luigi]



A 3

AAA 3-2-5

A> 10

Av 9

A^ 9



Smash> 14

Fsmashv 16

Bsmashv 16

Smash^ 15 (12 if they are standing right in front of you)



Charged Smash> 19

Charged Fsmashv 22

Charged Bsmashv 22

Charged Smash^ 21 (16 if they are standing right in front of you)



Dash attack 8 (in 7 hits)

Ledge attack 8



Nair (sexkick, 14~6)

Fair 10

Bair 12

Uair 13

Dair 11



B 6

B> 5, 26 fully charged (Sometimes 'misfires,' firing at full power

without any charging)

Bv 12 (if all hits land)

B^ 25 at sweetspot(just down and to the side of enemy), 20 if just

overlapping, 1 if not, helpless



Fthrow 9

Bthrow 12

Uthrow 8

Dthrow 6



Down-Taunt 2



Notes:









[Peach]



A 3

AA 3-3

A> 13~6 (Lower damage at the peak of the kick)

Av 10

A^ 13



Smash> Frying pan 18, Tennis racket 12, Golf club 15

Fsmashv 10 (5-5)

Bsmashv 10 (5-5)

Smash^ 17 if standing behind her, 15 if above her, 8 if in front of her



Charged Smash> Frying pan 25, Tennis racket 16, Golf club 21

Charged Fsmashv 14 (7-7)

Charged Bsmashv 14 (7-7)

Charged Smash^ 17 if standing behind her, 21 if above her, 23 if in front of

her



Dash attack 8 (4-4)

Ledge attack 6



Nair (sexkick, 13~9)

Fair 15

Bair 14

Uair 11-13

Dair 14 (in 4 hits)



B 12 (3-3-3-3 if all hits land)

B> 15

Bv 5 if light throw, 6 if hard throw (usually, varies based on turnip face)

B^ 12 (in 4 hits, if they all land), helpless, but allows you to float on

the parasol, enemies take 3 damage if they touch the parasol during flight.



Fthrow 10 (2-8)

Bthrow 11 (2-9)

Uthrow 8 (2-6)

Dthrow 7



Notes:









[Koopa]/[Bowser]



A 5

AA 5-5

A> 11

Av 14-11 (first hit usually knocks them out if reach of the second)

A^ 12



Smash> 33 (10-23) (must be close for the 10 hit)

Fsmashv 21 (in 7 hits, if they all land)

Bsmashv 21 (in 7 hits, if they all land)

Smash^ 15 at tail or head, 20 at peak of the shell



Charged Smash> 46 (14-32)

Charged Fsmashv 29 (in 7 hits, if they all land)

Charged Bsmashv 29 (in 7 hits, if they all land)

Charged Smash^ 21 at tail or head, 28 at peak of the shell



Dash attack 11

Ledge attack 8



Nair (sexkick, 13~9)

Fair 13

Bair 15

Uair 17

Dair up to 15 in 5 hits



B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller

with time)

B> 18

Bv 4 on the way up, 20 at impact, 11 if not close to the impact

B^ 22 (11-5-3-3, difficult for all hits to land), helpless



Fthrow 10

Bthrow 10

Uthrow 10 (in 9 hits)

Dthrow 12



Notes:









[Donkey Kong]/[DK]



A 4

AAA4-6

A> 10

Av 8

A^ 9



Smash> 20 close, 21 at fist

Fsmashv 14 close, 17 at fist

Bsmashv 14 close, 17 at fist

Smash^ 18



Charged Smash> 28 close, 29 at fist

Charged Fsmashv 19 close, 23 at fist

Charged Bsmashv 19 close, 23 at fist

Charged Smash^ 25



Dash attack 11

Ledge attack 8



Nair (sexkick, 11~8)

Fair 16

Bair 13

Uair 14

Dair 16



B 10, 28 fully charged

B> 10, 14 from the air

Bv 14-14-14-14-14-14-14-14......

B^ 34 (in 9 hits, difficult for all hits to land), helpless



Fthrow (Up 7, Forward 8, Down 6)

Bthrow 11

Uthrow 9

Dthrow 7



Notes:









[Diddy Kong]



A 3

AAA 3-2-2 2-2-2-2-2-2-2-2-2-2..... (1-1-1-1-1-1-1-1... at tip of the tail)

A> 11

Av 7

A^ 7



Smash> 18 (5-13)

Fsmashv 16

Bsmashv 12

Smash^ 16 (5-5-6)



Charged Smash> 25 (7-18)

Charged Fsmashv 22

Charged Bsmashv 16

Charged Smash^ 22 (7-7-8)



Dash attack 9 (3-2-4)

Ledge attack 8



Nair 6

Fair 14 (11 at tip)

Bair 9

Uair 11

Dair 12 (spike)



B 5 (17 fully charged)

B> 10 if A or B is pressed in midair, if you grab an enemy, then press A/B 15

(5-10), Up 10 (5-5), Up is a spike

Bv 1~4 (stronger if closer, lays a banana peel that will trip enemies,

yourself and enemies can pick them up, however, and throw for 7~1 damage

depending on speed, and lay them as traps again, can only have 2 out at a

time)

B^ 10 (can be charged for increased flight distance, and aimed, helpless)



Fthrow 11

Bthrow 10

Uthrow 9 (4-5)

Dthrow 9



Notes:









[Yoshi]



A 3

AAA 3-6

A> 9

Av 10 (5 at the tip)

A^ 11-10



Smash> 16

Fsmashv 14

Bsmashv 14 up close, otherwise 13

Smash^ 16



Charged Smash> 22

Charged Fsmashv 19

Charged Bsmashv 19 up close, 18 otherwise

Charged Smash^ 22



Dash attack 9

Ledge attack 6



Nair (sexkick, 12~6)

Fair 16-15

Bair 14 (4-3-3-4)

Uair 13

Dair 33 (in 13 hits)



B 7

B> 4, 8, or 12 per hit, depending on speed

Bv 4 on the way up, 15 from impact, (or 4 from stars if it misses)

B^ 9



Fthrow 7

Bthrow 7

Uthrow 5

Dthrow 4



Notes:











[Wario]



A 6

AAA 6-6

A> 13

Av 8

A^ 10



Smash> 19

Fsmashv 13-10-? (first hit usually knocks them away)

Bsmashv 13-10-? (first hit usually knocks them away)

Smash^ 15 (1-1-1-1-1-10)



Charged Smash> 26

Charged Fsmashv 18-14-7 (first hit usually knocks them away)

Charged Bsmashv 18-14-7 (first hit usually knocks them away)

Charged Smash^ 21 (in 6 hits)



Dash attack (sexkick, 7~5)

Ledge attack 8



Nair (sexkick, 9~4)

Fair (sexkick, 7~5)

Bair 10

Uair 17

Dair 16 (in 7 hits)



B 19 (2x7-5)

B> 1~9 per hit, depending on speed

Bv 0-40, depending on time since last use

B^ 19 (in 12 hits, if they all land)



Fthrow 12

Bthrow 9 (2-7)

Uthrow 10 (4-6)

Dthrow 7 (4-3)



Notes:

Wario can use Swallow (B) to eat any item that can be picked up, except for

Pokeballs and Mr. Saturni. Large, container items, such as crates, barrels,

boxes or party balls, take a bit longer to swallow. Bombs or explosives

(e.g. Bobomb, mine or Snake's Grenade), will do 6 damage to Wario upon being

swallowed. Healing items such as food or hearts, and any status item (metal

block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT

Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon

being eaten. Wario must be very close to swallow items, even closer than the

range required to pick them up using A, however, if multiple items are all

within this range, they can be swallowed simultaneously.







[Link]



A 4

AAA 4-3-5

A> 13

Av 12

A^ 9



Smash> 15-17 (first hit usually knocks them away)

Fsmashv 14

Bsmashv 16

Smash^ 17 (4-3-10)



Charged Smash> 21-23 (first hit usually knocks them away)

Charged Fsmashv 19

Charged Bsmashv 22

Charged Smash^ 23 (5-4-14)



Dash attack 12 (10 at tip)

Ledge attack 8



Nair (sexkick, 10~6)

Fair 21 (9-12)

Bair 11 (4-7)

Uair (sexkick, 15~13)

Dair 22 or 18, depending on speed



B 4, 12 fully charged

B> 5, 7 at close range

Bv 7, 8 when thrown hard

B^ 12, (19 fully charged on first hit on the ground.) 14 (in 5 hits in the

air, if all hits land), helpless



Fthrow 7 (3-4)

Bthrow 4

Uthrow 7 (5-2)

Dthrow 7 (3-4)



Notes:

If Link's shield happens to be positioned correctly, it will block projectiles







[Zelda]



A 6 (3-3-3)

AAA - (3-3-3) (3-3-3) (3-3-3)...

A> 13

Av 7

A^ 11



Smash> 17 (in 5 hits)

Fsmashv 12

Bsmashv 10 (12-10 if very close)

Smash^ 15 (in 11 hits)



Charged Smash> 23 (in 5 hits)

Charged Fsmashv 16

Charged Bsmashv 14 (16-14 if very close)

Charged Smash^ 20 (in 11 hits)



Dash attack 12, 9, or 7, stronger if closer

Ledge attack 6



Nair 13 (in 5 hits)

Fair 20 at heel sweetspot, 4 otherwise

Bair 20 at heel sweetspot, 4 otherwise

Uair 15

Dair 16 at heel sweetspot, 5 otherwise



B 10 (in 6 hits, if all hits land, reflects projectiles)

B> 8~16, getting stronger the farther away you are, helpless

Bv Shiek!

B^ 6 at start, 6 at end, helpless



Fthrow 12

Bthrow 11

Uthrow 11

Dthrow 10 (2x5)



Notes:









[Shiek]



A 3

AAA 3-3 2-2-2-2-2-2-2-2-2-2... (2-2-2-2 hits are 1-1-1-1-1 at longer range)

A> 5

Av 8

A^ 13 (6-7 first hit is above head, second hit is in front, difficult to land

both hits)



Smash> 14 (5-9, moves forward between first and second hit)

Fsmashv 33 (13-10-10 first hit usually knocks them away)

Bsmashv 33 (13-10-10 first hit usually knocks them away)

Smash^ 29 (17-12 first hit is above head, second hit to sides, difficult to

land both hits)



Charged Smash> 19 (7-12, moves forward between first and second hit)

Charged Fsmashv 46 (18-14-14 first hit usually knocks them away)

Charged Bsmashv 46 (18-14-14 first hit usually knocks them away)

Charged Smash^ 40 (23-16 first hit is above head, second hit to sides,

difficult to land both hits

training mode says)



Dash attack 7

Ledge attack 8



Nair (sexkick, 13~5)

Fair 9

Bair (sexkick, 11~6)

Uair (sexkick, 11~6)

Dair 10 (forced dive, but only for ~2 seconds)



B 3 per needle (18 fully charged in 6 hits)

B> 3~5 per hit of the chain, depending on... probably speed and direction,

can be used as a tehter recovery

Bv Zelda!

B^ 15 (just at start of move), helpless



Fthrow 7 (5-2)

Bthrow 7 (5-2)

Uthrow 5 (3-2)

Dthrow 6 (3-3)



Notes:









[Ganondorf]



A 9 at sweetspot, 7 up close

A> 13

Av 12

A^ 27 (very long windup time, sucked enemies towards you during windup)



Smash> 24

Fsmashv 19 (5-14, opponent gets kicked in front then behind)

Bsmashv 14

Smash^ 22 above the head, 19 in front



Charged Smash> 33

Charged Fsmashv 26 (7-19, opponent gets kicked in front then behind)

Charged Bsmashv 19

Charged Smash^ 30 above the head, 26 in front



Dash attack 15

Ledge attack 10



Nair ~18 (11-7~5 two hits, first usually knocks enemy away)

Fair 17 if below, 15 if in front

Bair 16

Uair 13 if close, 12 otherwise

Dair 22 (17 sometimes?)



B 32 (really long windup time, also, if the opposite direction you are facing

is pushed shortly after pressing B, you will turn around. If this is done,

the attack will do 35 damage, and take slightly longer)

B> 9 if you are on the ground, 12 if you are in the air

Bv 12~10 if you are on the ground, 15~14 if you are in the air

B^ 11 (1-1-1-1-7), helpless



Fthrow 13 (5-8)

Bthrow 10 (5-5)

Uthrow 7 (4-3)

Dthrow 7



Notes:









[Toon Link]





A 3

AAA 3-2-5

A> 9

Av 9

A^ 9



Smash> 23 (10-13 first hit does NOT knock the enemy away)

Fsmashv 17 (6-11, opponent gets hit in front then behind)

Bsmashv 11

Smash^ 15



Charged Smash> 32 (14-18 first hit does NOT knock the enemy away)

Charged Fsmashv 23 (8-15, opponent gets hit in front then behind)

Charged Bsmashv 15

Charged Smash^ 21



Dash attack 10

Ledge attack 8



Nair 20 (10-10 first swings in front, then behind, so difficult to land both

hits)

Fair 13

Bair 10

Uair (sexkick 14~12)

Dair 16~13-8 (can hit twice, the first hit is stronger the sooner you hit the

enemy)



B 4 (12 fully charged)

B> 5 at a distance, 8 closer, 11 (8-3) at very close range

Bv 5 when thrown standing, 6 if thrown hard or from the air, 7 if thrown

vertically up or down

B^ 12 (in 10 hits) on the ground, 19 (in 10 hits) fully charged on the ground,

14 (in 5 hits, if all hits land) from the air, helpless



Fthrow 7 (3-4)

Bthrow 7 (3-4)

Uthrow 7 (5-2)

Dthrow 7 (3-4)



Notes:

If Toon Link's shield happens to be positioned correctly, it will block

projectiles







[Samus]





A 3

AA 3-7

A> 7

Av 14

A^ 12 above head, 13 in front



Smash> 13

Fsmashv 15

Bsmashv 14

Smash^ 23 (4-4-4-5-6, difficult to land all hits)



Charged Smash> 18

Charged Fsmashv 21

Charged Bsmashv 19

Charged Smash^ 32 (5-5-5-7-8, difficult to land all hits,

I know it doesn't add up but that what training mode says)



Dash attack 10

Ledge attack 8



Nair (sexkick, 9~6)

Fair 18 (4-3-3-3-5)

Bair 14 at heel, 10 otherwise

Uair 11 (in 6 hits)

Dair 15



B 3 (25 if fully charged)

B> 5 if tilted, 10 if smashed. Homes in on enemies if tilted

Bv 9 (4-5, don't explode on contact as easily as in previous games)

B^ 13~12 (in 12 hits, if all hits land), helpless



Fthrow 9

Bthrow 8

Uthrow 9 (in 6 hits)

Dthrow 6



Notes:









[Zero Suit Samus]/[Zerosuitsamus]/[Zerosuit Samus]/[ZSS]/[0SS]





A 2

AAA 2-2-3

A> 6

Av 6

A^ 11 (5-6, first hits is on both sides, second hit is above)



Smash> 10~6 (Stronger if closer, also does 6 damage to behind)

Fsmashv 11 (stuns)

Bsmashv none

Smash^ 12 (in 7 hits, if all hits land)



Charged Smash> 14~6 (Stronger if closer, also does 6 damage to behind)

Charged Fsmashv 15 (stuns longer with more charge)

Charged Bsmashv none

Charged Smash^ 16 (in 7 hits, if all hits land)



Dash attack (sexkick, 7~5)

Ledge attack 8



Nair 10

Fair 17 (6-11)

Bair 13

Uair 10

Dair ~10 (5~4 while descending, another 5 on impact with floor,

causes forced, inescapable dive)



B 4 (6 if fully charged, stuns longer with more charge)

B> 19 (3 while extending, 16 at the tip sweetspot), can be used as a tehter

recovery

Bv indirect, causes a somersault move where you do a 12 damage kick if you

push an attack button, can spike if tipped at sweetspot

B^ 15 (in 4 hits, if all hits land), can be used as a tehter recovery



Fthrow 9 (7-2)

Bthrow 6 (2-4)

Uthrow 10 (2-8)

Dthrow 7 (2-5)



Notes:









[Pit]





A 3

AAA 3-3-5 3-3 1-1-1-1-1...... (the 5 hit usually knocks the enemy away)

A> 12

Av 11

A^ 13 (6-7)



Smash> 19 (7-12)

Fsmashv 13

Bsmashv 10

Smash^ 13 (3-2-8)



Charged Smash> 26 (9-16 I know it doesn't add up but that what training

mode says)

Charged Fsmashv 18

Charged Bsmashv 14

Charged Smash^ 18 (4-2-11)



Dash attack 12

Ledge attack 8



Nair 11 (1-1-1-1-1-1-1-4, if all hits land)

Fair 13

Bair 15

Uair 12 (2-2-2-2-2-2, if all hits land)

Dair 12



Glide attack 12 (if A is pressed while gliding)



B 5 (11 if fully charged, can shoot left, right or upwards, and can aim the

arrow after it has left the bow)

B> Many 1 and 2 damage hits, for as long as you keep pressing B, very

difficult to predict how many you can land on the enemy. Anywhere between

10-40, depending on circumstances. Reflects projectiles

Bv none, reflects projectiles, blocks any other attack

B^ none, allows you to fly, helpless, cannot glide



Fthrow 10 (6-4)

Bthrow 8

Uthrow 11 (4-7)

Dthrow 6 (2-4)



Notes:









[Ice Climbers]

(This is assuming you have both ice climbers together, also, the first hit

listed is usually Popo's (Human) and the second hit Nana's (CP))





A 5 (3-2)

AAA 3-2-4-2 3-2-4-2 3-2-4-2 ...

A> 16 (9-7)

Av 11 (6-5)

A^ 17 (in 11 hits, if all hits land)



Smash> 23~21 (13~12-10~9)

Fsmashv 20 (12-8) (if very close, it's possible to do 38 damage, hitting

both front and back)

Bsmashv 21 (12-9)

Smash^ 20 (11-9)



Charged Smash> 30 (16-14)

Charged Fsmashv 28 (16-11 I know it doesn't add up but that what training

mode says) (if very close, it's possible to do 53 damage, hitting both front

and back)

Charged Bsmashv 29 (16-12 I know it doesn't add up but that what training

mode says)

Charged Smash^ 28 (15-13)



Dash attack 10 (6-4)

Ledge attack 16 (8-8)



Nair 12 (7-5)

Fair 24~19 (12-12~7, does more damage if enemy is below)

Bair 19 (11-8)

Uair 17~12 (sexkick, 10~6-7~5)

Dair 13 (8-5, causes a forced dive for ~2 seconds)



B 4~6 (2-2, 3-3 if at close range)

B> 32 (in 8 hits, difficult to land with all hits)

Bv 9~3 on ground (stronger if closer), up to 28 if started in the air so both

climbers face the same direction. Can freeze enemies at higher damage

B^ 16 (if the Computer controlled climber hits), helpless



Fthrow 8

Bthrow 6

Uthrow 6

Dthrow 6



Notes:









[Robot]/[ROB]/[R.O.B.]





A 3

AA 3-3

A> 6

Av 4

A^ 8 (3-5, enemy must be above head for second hit to land)



Smash> 14~13 (stronger at close range)

Fsmashv 13 (in 5 hits)

Bsmashv 13 (in 5 hits)

Smash^ 14 if above head, 12~13 at sides



Charged Smash> 19~18 (stronger at close range)

Charged Fsmashv 18 (in 5 hits)

Charged Bsmashv 18 (in 5 hits)

Charged Smash^ 19



Dash attack 5

Ledge attack 7



Nair 10

Fair (sexkick, 10~6)

Bair 11

Uair 19 (in 5 hits)

Dair 11



B 16 at close range, 9 at a distance at full charge, 12 at close range,

5 at a distance at medium charge, and 7 at very close range for no charge

(it takles ~3 seconds of no laser use to go from no charge to medium charge,

and quite a bit longer still to get to full charge)

B> 8 (2-2-2-2, difficult to land with all hits), reflects projectiles

Bv 5 (8 at close range, 18 when fully charged)

B^ none, lets you fly by pressing jump, up, or B, can let go and press it

again until gas runs out. If used many times consecutively, the gas supply

runs down and each time you flight time decreases, unless you let it 'charge

up' by not using it, similar to the B laser attack. After using this you

cannot use any other B attacks or your 2nd jump until hitting the ground,

getting attacks, OR using one of your A attacks. If you use an A attack, you

can then use any B attacks or remaining jumps, but pressing up or B will no

longer make you fly, unless you press B^ again, provided you still have gas

remaining.



Fthrow 10

Bthrow 10

Uthrow 10

Dthrow 10



Notes:

SOme of his air attacks using jets will propel him in the oppostie direction

of the attack.







[Kirby]





A 2

AAA 2-3 2-2-2-2-2-2.... (1-1-1-1-1-1 if not close)

A> 8

Av 5~6 (stronger if farther away)

A^ 7 if the enemy is behind you, 5 if in front of you



Smash> 15

Fsmashv 14

Bsmashv 14

Smash^ 15~11 (stronger the earlier you hit them)



Charged Smash> 21

Charged Fsmashv 19

Charged Bsmashv 19

Charged Smash^ 21~16 (stronger the earlier you hit them)



Dash attack 14 (2-2-2-2-2-4, if all hits land)

Ledge attack 6



Nair (sexkick, 12~6)

Fair 12 (4-3-5, if all hits land)

Bair (sexkick, 12~9)

Uair 10

Dair 14 (2-2-2-2-2-2-2 if all hits land)



B 6 if Copy (B, or 'down') is used, 10 if Spit (A) is used, 13 damage to

someone else if they are hit by the star when someone is spat out

B> 23 on the ground, 17-15 (in 2 hits) in the air (first hit usually knocks

the enemy away)

Bv 18, or 14 from ground shockwave or if used in the ground (becomes immune

to a certain amount of damage, except for grabs, until

time expires or you press B again)

B^ 15 (8-2-5 if all hits land), or 6 from the shockwave projectile, cannot

stop until you hit the ground



Fthrow 8

Bthrow 8

Uthrow 10

Dthrow 12 (in 11 hits)



Notes:

Kirby can use Swallow (B) to eat any item that can be picked up, except for

Pokeballs and Mr. Saturni. Large, container items, such as crates, barrels,

boxes or party balls, take a bit longer to swallow. Bombs or explosives

(e.g. Bobomb, mine or Snake's Grenade), will do 5 damage to Kirby upon being

swallowed. Healing items such as food or hearts, and any status item (metal

block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT

Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon

being eaten. Kirby must be very close to swallow items, even closer than the

range required to pick them up using A, however, if multiple items are all

within this range, they can be swallowed simultaneously.



If Kirby uses Copy on Lucario, the resulting Aura Sphere (B) used by

Kirby will do a constant 7~18 damage (depending on charge), instead of

powering up the more damage is taken, like with Lucario.



If Kirby uses Copy on Olimar, then B just picks and throws a single Pikmin,

which immediately dies. These pikmin do not latch on to enemies, but just

smack into them and send them flying like a Purple Pikmin. They do the

following damage:

Red= 1

Yellow= 2 (high arc)

Blue= 3

White= 4 (fast, long range)

Purple= 5 (low range)









[Metaknight]





A 2-2-2-2-2-2... (1-1-1-1-1... if not close)

A> 12 (4-3-5, if pressed repeatedly)

Av 4

A^ 7 (6 if directly in front, 8 sometimes?)



Smash> 14

Fsmashv 11

Bsmashv 13

Smash^ 9 (3-2-4)



Charged Smash> 19

Charged Fsmashv 15

Charged Bsmashv 18

Charged Smash^ 12 (4-3-5)



Dash attack (sexkick, 8~6)

Ledge attack 8



Glide attack 12 (if A is pressed while gliding)



Nair 12-7~6-5 (in 3 hits, first hit usually knocks enemy away)

Fair 10 (3-3-4 if all hits land)

Bair 10 (3-3-4 if all hits land)

Uair 6 (can be repeatedly used almost immediately)

Dair 7



B 9 (in 7? hits), ~22 (in ~20 hits) if B is pressed repeatedly. Difficult to

get all hits to land, helpless

B> 10 (in 8 hits, difficult to get all hits to land), helpless

Bv 14 (if B is held or A is pressed while invisible), helpless

B^ 9 on ascent, 6 during loop (Difficult to hit same enemy with both,

additionally, puts you into a glide, during which a glide attack can

be performed), helpless



Fthrow 9

Bthrow 10 (7-3)

Uthrow 12

Dthrow 11 (in 11 hits)



Notes:

Many of Metaknight's moves have low knockback, so his B^ and downward smash

are some options for killing moves







[Dedede]





A 6

AAA 6-5 2-2-2-2-2-2...

A> 6

Av 10

A^ 12



Smash> 24 at mallet, 5 just beyond mallet from ground shaking, 13 at close

range

Fsmashv 15

Bsmashv 15

Smash^ 14



Charged Smash> 33 at mallet, 7 just beyond mallet from ground shaking 18

at close range

Charged Fsmashv 21

Charged Bsmashv 21

Charged Smash^ 19



Dash attack 16

Ledge attack 8



Nair (sexkick, 12~7)

Fair 15

Bair (sexkick, 13~9)

Uair 19 (in 8 hits, if all hits land)

Dair 17 (in 7 hits, if all hits land)



B 10 from spitting someone out, 18~13 (depending on weight) to someone else

if they are hit by the star when someone is spat out

B> 5 for Waddle Dee (common), 7 from Waddle Doo (uncommon), Waddle Dee may

jump and attack for 8 damage, and Waddle Doo's can then shoot sparks for

27 damage (in 9 hits) (Can also throw star rods for 13 damage, bombs for

26 damage, capsules for 14~15 damage)

Bv 11 (30 if fully charged, you take 1 damage per second while you hold it

charged)

B^ 15 from hitting on the way down, 11 from impact, and 5 from stars shooting

out sideways after you hit the ground (possible to hit with all 3, but

very difficult), can cancel by pressing down, which puts you into helpless



Fthrow 12 (6-6)

Bthrow 16 (6-10)

Uthrow 9 (4-5)

Dthrow 8 (4-4)



Notes:

Dedede can use Swallow (B) to eat any item that can be picked up, except for

Pokeballs and Mr. Saturni. Large, container items, such as crates, barrels,

boxes or party balls, take a bit longer to swallow. Bombs or explosives

(e.g. Bobomb, mine or Snake's Grenade), will do 5 damage to Dedede upon being

swallowed. Healing items such as food or hearts, and any status item (metal

block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT

Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon

being eaten. Dedede must be very close to swallow items, even closer than the

range required to pick them up using A, however, if multiple items are all

within this range, they can be swallowed simultaneously.







[Pikmin and Olimar]/[Olimar]/[Pikmin]



Damage differs depending on color of Pikmin used for some attacks



***Olimar's attacks***



A 5 (3-2)

AA 15 (3-2-10)

A> 6

Av 8 (6-2, if both hits land)

A^ 11 (in 8 hits)



Dash attack 11 (7-4)

Ledge attack 8



Nair 12 (in 6 hits, if all hits land)



B none, Picks Pikmin

Bv none, Pikmin Order



Notes:

His Smash attacks all have a very large range, and his Uair attack

is very powerful (except with White Pikmin)



***Attacks with Red Pikmin***



Smash> 15 (9 if far away)

Fsmashv 13 (10 if far away)

Bsmashv

Smash^ 15 (12 if far away)



Charged Smash> 21 (12 if far away)

Charged Fsmashv 18 (14 if far away)

Charged Bsmashv 18 (14 if far away)

Charged Smash^ 21 (16 if far away)



Fair 15

Bair 13 (11 if far away)

Uair 24 (in 7 hits)

Dair 16 (7 if far away, can spike)



B> 16 (in 8 hits, if it stays on)



B^ 7



Fthrow 6

Bthrow 7

Uthrow 9

Dthrow 9 (1-8)



Notes:

Immune to fire, attack with fire properties





***Attacks with Blue Pikmin***



Smash> 15 (11 if far away)

Fsmashv 12 (9 if far away)

Bsmashv 12 (9 if far away)

Smash^ 15 (11 if far away)



Charged Smash> 21 (15 if far away)

Charged Fsmashv 16 (24 if far away)

Charged Bsmashv 16 (24 if far away)

Charged Smash^ 21 (15 if far away)



Fair 13

Bair 13 (10 if far away)

Uair 22 (in 7 hits)

Dair 14 (6 if far away, can spike)



B> 16 (in 8 hits, if it stays on)



B^ 6



Fthrow 13

Bthrow 14

Uthrow 12

Dthrow 12 (1-11)



Notes:

Cannot drown





***Attacks with Yellow Pikmin:***



Smash> 13 (6 if far away)

Fsmashv 11 (8 if far away)

Bsmashv 11 (8 if far away)

Smash^ 14 (10 if far away)



Charged Smash> 18 (12 if far away)

Charged Fsmashv 15 (11 if far away)

Charged Bsmashv 15 (11 if far away)

Charged Smash^ 19 (14 if far away)



Fair 12

Bair 12 (9 if far away)

Uair 16 (in 7 hits)

Dair 12 (6 if far away, can spike)



B> 16 (in 8 hits, if it stays on)



B^ 6



Fthrow 7

Bthrow 9

Uthrow 11

Dthrow 8 (1-7)



Notes:

Attack with electric properties





***Attacks with White Pikmin:***



Smash> 9 (6~3 if far away)

Fsmashv 6 (4 if far away)

Bsmashv 6 (4 if far away)

Smash^ 9 (5 if far away)



Charged Smash> 12 (4~2 if far away)

Charged Fsmashv 8 (4 if far away)

Charged Bsmashv 8 (4 if far away)

Charged Smash^ 12 (7 if far away)



Fair 5

Bair 5 (4 if far away)

Uair 9 (in 7 hits)

Dair 8 (4 if far away, can spike)



B> 48 (in 8 hits, if it stays on)



B^ 6



Fthrow 6

Bthrow 7

Uthrow 6

Dthrow 6 (1-5)



Notes:







***Attacks with Purple Pikmin:***



Smash> 18 (16 if far away)

Fsmashv 15 (12 if far away)

Bsmashv 15 (12 if far away)

Smash^ 16 (13 if far away)



Charged Smash> 25 (22 if far away)

Charged Fsmashv 21 (16 if far away)

Charged Bsmashv 21 (16 if far away)

Charged Smash^ 22 (18 if far away)



Fair 14

Bair 13 (10 if far away)

Uair 22 (in 7 hits)

Dair 14 (6 if far away, can spike)



B> 6 (knocks enemy away instead of latching on)



B^ 8



Fthrow 7

Bthrow 9

Uthrow 11

Dthrow 8 (1-7)



Notes:









[Fox]





A 2

AAA 2-2 2-2-2-2-2-2-2... (1-1-1-1-1... if not close)

A> 6 (8 if tilted up, 7 if tilted down, odd..)

Av 9

A^ 8 (10 if directly behind you)



Smash> 15

Fsmashv 14

Bsmashv 14

Smash^ 17 (13 if they are behind you)



Charged Smash> 21

Charged Fsmashv 19

Charged Bsmashv 19

Charged Smash^ 23 (18 if they are behind you)



Dash attack (sexkick, 7~5)

Ledge attack 8



Nair (sexkick, 9~6)

Fair 23 (in 5 hits, if all hits land)

Bair 15

Uair 16 (5-11)

Dair 21 (in 7 hits)



B 3 (sometimes 2?, no knockback)

B> 4, helpless

Bv 5

B^ 28 (7 2-damage hits while charging, 14 damage from impact, if all hits land

impact does only 8 damage instead of 14 if not close), helpless



Fthrow 7 (4-3)

Bthrow 8 (in 4 hits)

Uthrow 8 (in 4 hits)

Dthrow 9 (in 3? hits)



Notes:









[Falco]





A 4

AAA 4-2 1-1-1-1-1-1-1-1....

A> 9

Av 12 (9 at a distance)

A^ 9 (4-5)



Smash> 15 (10 at a distance)

Fsmashv 15

Bsmashv 15

Smash^ 14 (12 if behind you)



Charged Smash> 21 (14 at a distance)

Charged Fsmashv 21

Charged Bsmashv 21

Charged Smash^ 19 (16 if behind you)



Dash attack (sexkick, 9~6)

Ledge attack 8



Nair 12 (3-3-2-4, if all hits land)

Fair 11 (2-2-2-2-3, if all hits land)

Bair (sexkick, 13~7)

Uair 11

Dair (sexkick, 13~8)



B 3 per hit

B> 7, helpless

Bv 6

B^ 6 (2-2-2) while charging, 17 in 8 hits while traveling, if all hits land

DIfficult to land all hits, helpless



Fthrow 7 (4-3)

Bthrow 8 (2-2-2-2)

Uthrow 8 (2-2-2-2)

Dthrow 9 (in 5 hits)



Notes:









[Wolf]





A 3

AAA 3-2-4

A> 11 (5-6)

Av 6

A^ 8 (9 if they are directly above you)



Smash> 15 (5-10, moves forward between first and second hit)

Fsmashv 14

Bsmashv 13

Smash^ 18 (6-12)



Charged Smash> 21 (7-14)

Charged Fsmashv 19

Charged Bsmashv 18

Charged Smash^ 25 (8-17)



Dash attack 9

Ledge attack 8



Nair 8-1-1-1-3?? Difficult to hit both the first hit and the subsequent

hits together

Fair 11

Bair 13

Uair 12

Dair 15, good spike



B 6 per hit (5 at a far distance), if very close, does 9 (4-5) damage instead

B> 3 during flight, 10 at endpoint, helpless

Bv 3

B^ 13 (in 9 hits, if all hits land), helpless



Fthrow 7 (4-3)

Bthrow 7 (4-3)

Uthrow 7 (5-2)

Dthrow 12 (6-6)



Notes:









[Captain Falcon]/[C. Falcon]





A 3

AAA 3-2-6 2-2-2-2-2-2... (1-1-1-1-1... if not close)

A> 10

Av 10

A^ 13



Smash> 19

Fsmashv 18

Bsmashv 16

Smash^ 21 (8-13)



Charged Smash> 26

Charged Fsmashv 25

Charged Bsmashv 22

Charged Smash^ 29 (11-18)



Dash attack (sexkick, 8~6)

Ledge attack 10



Nair 10 (4-6)

Fair 19 at knee, 6~3 otherwise

Bair (sexkick, 14~8)

Uair 13 (12 if behind)

Dair 14 (spike)



B 27 (23 if not close, also, if the opposite direction you are facing is

pushed shortly after pressing B, you will turn around. If this is done,

the attack will do 28 damage, 23 if not close)

B> 7, spikes when used from the air, helpless

Bv 13~7, stronger if closer

B^ 17 (5-12), helpless



Fthrow 9 (5-4)

Bthrow 9 (5-4)

Uthrow 7 (4-3)

Dthrow 7



Notes:









[Pikachu]





A 2

AAA 2-2-2-2-2-2-2....

A> 9

Av 7

A^ 7~5 (weaker at peak or arc, hits in front and behind)



Smash> 20~14 (stronger when closer)

Fsmashv 15 (in 7 hits)

Bsmashv 15 (in 7 hits)

Smash^ 14~11 (weaker at peak or arc, hits in front and behind)



Charged Smash> 28~19 (stronger when closer)

Charged Fsmashv 21 (in 7 hits)

Charged Bsmashv 21 (in 7 hits)

Charged Smash^ 19~15 (weaker at peak or arc, hits in front and behind)



Dash attack 7

Ledge attack 8



Nair (sexkick, 12~6)

Fair 11 (in 5 hits)

Bair 11 (in 8 hits)

Uair 6~4 (stronger when closer?)

Dair 12 (or, 4 from shockwave released when you hit the ground)



B 6 (9 when used from the air)

B> 7 (25 if fully charged)

Bv 10 from lighting alone, or, 17 from explosion when lightning hits yourself

B^ 5 (3-2, if both hits land), helpless



Fthrow 10 (in 5 hits)

Bthrow 9

Uthrow 10 (5-5)

Dthrow 10 (5-5)



Notes:









[Pokemon Trainer]

Damage differs depending on 'Stamina,' how tired the Pokemon are, the change

is visible when you see the Pokemon's standing animation change. There are

at least two levels, possibly more, as I have noticed what seemed to be an

'interim level' for several seconds between 'Healthy' and 'Tired' where the

damage levels are in between the ones listed here, but these should be the

most common ones experienced, and the upper and lower extremes. As a rule

of thumb, *most* moves only give around 2/3 or 3/4 damage when 'Tired.'



[Squirtle]/[Zenigame]

***At full Stamina***



A 3

AAA 3-2-4

A> 6

Av 13 (in 5 hits, must be close to land all hits)

A^ 6



Smash> 14

Fsmashv 11

Bsmashv 11

Smash^ ~16 (3-13, enemy must be on the ground to get hit by first part,

second part does 13~5, stronger if closer)



Charged Smash> 19

Charged Fsmashv 15

Charged Bsmashv 15

Charged Smash^ ~22 (4-18, enemy must be on the ground to get hit by first

part, second part does 18~7, stronger if closer)



Dash attack (sexkick, 9~7)

Ledge attack 8



Nair (sexkick, 9~6)

Fair (sexkick, 12~6)

Bair (sexkick, 10~6)

Uair 11

Dair 10 (in 6 hits)



B none if used or charged, 14 (in 7 hits) if B is pressed 3 times quickly

B> 6~3 (weaker the sooner you hit them)

Bv Change!

B^ 15 (in 10 hits, if all hits land), helpless



Fthrow 9 (2-7)

Bthrow 10 (5-5)

Uthrow 11 (2-9)

Dthrow 7 (2-5)



***When tired***



A 2

AAA 2-1-2

A> 4

Av 9 (in 5 hits, must be close to land all hits)

A^ 4



Smash> 9

Fsmashv 7

Bsmashv 7

Smash^ ~11 (2-9, enemy must be on the ground to get hit by first part,

second part does 9~3, stronger if closer)



Charged Smash> 13

Charged Fsmashv 10

Charged Bsmashv 10

Charged Smash^ ~15 (2-13, enemy must be on the ground to get hit by first

part, second part does 12~4, stronger if closer)



Dash attack (sexkick, 6~4)

Ledge attack 5



Nair (sexkick, 6~4)

Fair (sexkick, 8~4)

Bair (sexkick, 7~4)

Uair 7

Dair 7 (in 6 hits)



B none if used or charged, 9 (in 7 hits) if B is pressed 3 times quickly

B> 6~2 (weaker the sooner you hit them)

Bv Change!

B^ 10 (in 10 hits, if all hits land), helpless



Fthrow 6 (1-5)

Bthrow 7 (3-4)

Uthrow 7 (1-6)

Dthrow 4 (1-3)



Notes:









[Ivysaur]/[Fushigisou]

***At full Stamina***



A 3

AAA 3-2 2-1-2-1-2-1-2-1....

A> 14 (in 7 hits, if all hits land)

Av 7 (2-5)

A^ 7



Smash> 16

Fsmashv 8

Bsmashv 8

Smash^ 17



Charged Smash> 22

Charged Fsmashv 11

Charged Bsmashv 11

Charged Smash^ 23



Dash attack (sexkick, 12~10)

Ledge attack 8



Nair 12 (in 6 hits, if all hits land)

Fair 12

Bair 5 (2-3, second hit becomes 2 at far distances)

Uair 16 (propels you downward)

Dair 10 (propels you upward slightly)



B 59~60 (in 36 hits, if used on the ground, with the enemy to either side of

you, up to 70 damage in 35 hits if used while on the ground with the enemy

just above you, this is all assuming every hit lands and the enemy makes no

attempt to escape)

B> 8~4 damage per leaf (stronger if closer, speed and direction can be

controlled with the control stick)

Bv Change!

B^ 13~7 (weaker if closer), can be used as a tehter recovery



Fthrow 8

Bthrow 10

Uthrow 10

Dthrow 10





***When tired***



A 2

AAA 2-1 1-0-1-0-1-0-1-0...

A> 9 (in 7 hits, if all hits land)

Av 4 (1-3)

A^ 5



Smash> 12

Fsmashv 5

Bsmashv 5

Smash^ 11



Charged Smash> 15

Charged Fsmashv 7

Charged Bsmashv 7

Charged Smash^ 16



Dash attack (sexkick, 8~7)

Ledge attack 5



Nair 8 (in 6 hits, if all hits land)

Fair 8

Bair 2 (1-1)

Uair 11 (propels you downward)

Dair 7~5 (propels you upward slightly)



B 59~60 (in 36 hits, if used on the ground, with the enemy to either side of

you, up to 70 damage in 35 hits if used while on the ground with the enemy

just above you, this is all assuming every hit lands and the enemy makes no

attempt to escape)

B> 8~4 damage per leaf (stronger if closer, speed and direction can be

controlled with the control stick)

Bv Change!

B^ 9~4 (weaker if closer)



Fthrow 5

Bthrow 7

Uthrow 7

Dthrow 7



Notes:









[Charizard]/[Lizardon]

***At full Stamina***



A 3

AAA 3-4-6

A> 11

Av 12

A^ 8



Smash> 22 (5-17, must be close to hit with first attack also)

Fsmashv 16

Bsmashv 16

Smash^ 16 (5-11)



Charged Smash> 30 (7-23, must be close to hit with first attack also)

Charged Fsmashv 22

Charged Bsmashv 22

Charged Smash^ 22 (7-15)



Dash attack (sexkick, 11~9)

Ledge attack 8



Glide attack 12 (if A is pressed while gliding)



Nair 9

Fair 11 (in 4 hits, if all hits land)

Bair 15~12 (5-9~7)

Uair 10

Dair 14



B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller

with time)

B> 43 (18-10-5-5-5, must be overlapping to get all hits, usually just the

first hit lands, or the last if you are far away)

Bv Change!

B^ 17 (in 6 hits) if aimed toward enemy, first 3 damage hit misses unless

you are very close to enemy, helpless



Fthrow 10

Bthrow 10

Uthrow 11 (8-3)

Dthrow 6 (in 6 hits)





***When tired***



A 2

AAA 2-3-4

A> 8

Av 8

A^ 5



Smash> 15 (4-11, must be close to hit with first attack also)

Fsmashv 11

Bsmashv 11

Smash^ 11 (3-7)



Charged Smash> 21 (5-16, must be close to hit with first attack also)

Charged Fsmashv 15

Charged Bsmashv 15

Charged Smash^ 15 (4-10)



Dash attack (sexkick, 7~6)

Ledge attack 5



Glide attack 9 (if A is pressed while gliding)



Nair 7

Fair 8 (in 4 hits, if all hits land)

Bair 10~8 (4-6~4)

Uair 7

Dair 9



B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller

with time)

B> 39~38 (13~12-10-5-5-5, must be overlapping to get all hits, usually just

the first hit lands, or the last if you are far away)

Bv Change!

B^ 11 (in 6 hits) if aimed toward enemy, first 3 damage hit misses unless

you are very close to enemy, helpless



Fthrow 7

Bthrow 7

Uthrow 7 (5-2)

Dthrow 4 (in 6 hits)



Notes:









[Lucario]

MOST of Lucario's attacks increase in damage AND knockback depending on how

much damage he has (His Back Throw, Down Throw, and Dash Attack remain

constant). For more information, see the Notes below Lucario.



****At 0-22% damage****



A 2

AAA 2-3-4

A> 9 (3-6)

Av 4~5

A^ 4



Smash> 11~9 (weaker if closer)

Fsmashv 10~9

Bsmashv 10~9

Smash^ 9



Charged Smash> 15~13 (weaker if closer)

Charged Fsmashv 14~13

Charged Bsmashv 14~13

Charged Smash^ 12



Dash attack 10

Ledge attack 5



Nair (sexkick, 7~4)

Fair 3~4

Bair (sexkick, 8~6)

Uair 7

Dair 11 (5-6, halts your momentum)



B 5 (13 if fully charged, 0~1 damage per hit of contact with charging ball)

B> 7~5 from blast, stronger if closer, if very close becomes a grab for 9

damage

Bv 7 (if you are attacked by anything during the first few moments of this

attack, you teleport a short distance away and do a sliding kick against

everyone in range, whether they attacked you or not)

B^ none, can direct during the jump, helpless



Fthrow 7

Bthrow 10

Uthrow 4 (0-3)

Dthrow 10







****At 167-999% damage****



A 4

AAA 4-3-7

A> 18 (7-11)

Av 10~9

A^ 8~9



Smash> 22~19 (weaker if closer)

Fsmashv 19~20

Bsmashv 19~20

Smash^ 18



Charged Smash> 31~27

Charged Fsmashv 27

Charged Bsmashv 27

Charged Smash^ 25



Dash attack 10

Ledge attack 14



Nair (sexkick, 15~9)

Fair 7

Bair (sexkick, 17~12)

Uair 14

Dair 22 (11-11, halts your momentum)



B 10 (26 if fully charged, 1 damage per hit of contact with charging ball)

B> 14~11 from blast, stronger if closer, 18 if very close becomes a grab for 9

damage

Bv 15 (if you are attacked by anything during the fisrt few moments of this

attack, you teleport a short distance away and do a sliding kick against

everyone in range, whether they attacked you or not)

B^ none, can direct during the jump, helpless



Fthrow 14

Bthrow 10

Uthrow 8 (1-7)

Dthrow 10



Notes:

The increase in Lucario's damage output is linear with respect to

Lucario's current damage, between 23% damage and 167% damage. I plotted a

graph of the percentage increase in Lucario's fully charged forward Smash (at

the strongest point, the tip) against his health level. The results

seem to indicate that between 0-22% damage, Lucario has 100% power, between

23-166% damage, Lucario has (3.7258x + 95.011)% power (with x being Lucario's

health), and from 167-999 damage Lucario has 206.667% power. This means,

roughly, that for each ADDITIONAL point of health Lucario takes AFTER he's

at 22% health, he has 3.7% more power, capping at 206.6667% net power.

(To determine Lucario's power at a damage between 23 and 166, use the

equation for a rough estimate or just interpolate between the minimum and

maximum values given.) Also, if you charge a B attack (Aura Sphere), the

power of the ball will be related to your health WHEN FIRED, not when charged,

so even if you charge it fully while at 0% damage, it will power up as you

take more damage.









[Jigglypuff]/[Purin]





A 3

AA 3-3

A> 10

Av 10

A^ 9 (8 if they are directly in front of you)



Smash> 16

Fsmashv 12

Bsmashv 12

Smash^ 15 (13 if they are directly in front of you)



Charged Smash> 22

Charged Fsmashv 16~17

Charged Bsmashv 16~17

Charged Smash^ 21 (18 if they are directly in front of you)



Dash attack (sexkick, 12~8)

Ledge attack 6



Nair (sexkick, 10~6)

Fair (sexkick, 12~6)

Bair 12

Uair 9

Dair 16 (in 8 hits)



B 8~18 depending on speed and amount of charge

B> 11

Bv 15 (plus up to 27 more damage from a flower, if they don't shake it off)

B^ none, puts enemies to sleep for an amount of time increasing with their

damage



Fthrow 10 (5-5)

Bthrow 10

Uthrow 10

Dthrow 10 (4-6)



Notes:









[Marth]

Marth's sword attacks usually do more damage at the tip than the middle of

his blade. When this applies, the damage from the tip and middle will both

be given, spearated by a comma, with the tip damage given first.



A 6,4

AAA 6,4-6,4

A> 12,9

Av 10,9

A^ 9 (10 if they are behind you)



Smash> 19,14

Fsmashv 17,14

Bsmashv 13 (14 if very close)

Smash^ 18 if behind you, 21 if directly in front of you, 17 if above you



Charged Smash> 26,19

Charged Fsmashv 23,19

Charged Bsmashv 18 (19 if very close)

Charged Smash^ 25 if to the sides, 29 in 2 hits if very close, 23 if above you



Dash attack 12,10

Ledge attack 8,6



Nair 6,3-12,9

Fair 13,10

Bair 14,11

Uair 13 if it hits soon, 10 if it hits late

Dair 14,12



B 8 (24~22,20 if fully charged)

B> Four part attack, the second through fourth hits can be directed up, down,

or sideways

First hit Second hit Third hit Fourth hit

^ N/A4,35,48,6

> 4,34,35,48,6

v N/AN/A5,413,11 (in 5 hits)



Bv 1.1 times the damage and knockback of the move that hits you?

B^ 13~7, stronger if it hits earlier, helpless



Fthrow 4

Bthrow 4

Uthrow 4

Dthrow 5



Notes:









[Ike]





A 4

AAA 4-5-7

A> 15

Av 14

A^ 12~9, stronger during the middle of the attack



Smash> 22

Fsmashv 13

Bsmashv 16 (13 if very close)

Smash^ 17



Charged Smash> 30

Charged Fsmashv 18

Charged Bsmashv 22

Charged Smash^ 23



Dash attack 8~7 (weaker if closer)

Ledge attack 8



Nair 9

Fair 13

Bair 14

Uair 14

Dair (sexkick, 16~12)



B 10 (37 fully charged, fully charging it does 10 damage to yourself)

B> 9 (16 fully charged, charging increases range as well), helpless

Bv 1.2 times the damage and knockback of the move that hits you?

B^ 25 (in 7 hits, difficult to land all 7 hits, cannot stop until you hit the

ground)



Fthrow 6 (2-4)

Bthrow 6 (2-4)

Uthrow 6 (2-4)

Dthrow 6 (2-4)



Notes:









[Ness]





A 3

AAA 3-2-4

A> 11

Av 4 (high chance of knocking enemy onto their butt i.e. making them slip

and fall upon contact)

A^ 7



Smash> 24~18 (stronger at tip)

Fsmashv 13

Bsmashv 4

Smash^ 17 (4-13) if in front, 13 otherwise



Charged Smash> 33~25 (stronger at tip)

Charged Fsmashv 13

Charged Bsmashv 4 (enemy will get hit for 4 damage if they touch the yo-yo

during charging)

Charged Smash^ 13 (enemy will get hit for 4 damage if they touch the yo-yo

during charging)



Dash attack 13 (5-4-4, if all hits land)

Ledge attack 8



Nair (sexkick, 11~7)

Fair 11 (in 5 hits, if all hits land)

Bair (sexkick, 15~8)

Uair 13

Dair 12 (spike)



B 9 (37 if fully charged and released in time)

B> 22 (in 9 hits, if all hits land)

Bv Absorb energy attacks as health

B^ 8 if the ball hits an enemy, 1 per hit from the tail (the ball will

stay intact if an enemy touches the tail), 25~21 from hitting yourself

with the ball and slamming into an enemy, stronger if closer. If you

do this, you will enter helpless.



Fthrow 11

Bthrow 11

Uthrow 10

Dthrow 9 (in 6 hits)



Notes:









[Lucas]





A 3

AAA 3-3-4

A> 11

Av 6 (slight chance of knocking enemy onto their butt i.e. making them slip

and fall upon contact)

A^ 11 (3-8, must be close to connect with first hit, second hit becomes 4

if it doesn't hit soon)



Smash> 15

Fsmashv 42 (17-14-11, first hit knocks enemy away)

Bsmashv 42 (17-14-11, first hit knocks enemy away, must be very close)

Smash^ 21 (2-19, must be close for first hit to land, second hit becomes

16 if it doesn't hit soon)



Charged Smash> 21

Charged Fsmashv 58 (23-19-15, first hit knocks enemy away)

Charged Bsmashv 58 (23-19-15, first hit knocks enemy away, must be very close)

Charged Smash^ 29 (3-26, must be close for first hit to land, second hit

becomes 16 if it doesn't hit soon)



Dash attack (sexkick, 12~10)

Ledge attack 8



Nair 17 (in 8 hits, if all hits land)

Fair (sexkick, 12~8)

Bair 12~7 (stronger if enemy is above you)

Uair 13

Dair 20 (5-5-5-5, if all hits land)



B 10 (19 if fully charged, can freeze enemies, frozen enemies take half

damage)

B> 8 (3-5)

Bv Absorb energy attacks as health, but about twice as much health gain per

absorption as Ness

B^ 10 if the ball hits an enemy, 1 per hit from the tail (Lucas' ball does

not disappear upon contact with an enemy, unlike Ness'), 43 (in 12 hits,

if all hits land) from hitting yourself with the ball and slamming into

an enemy. If you do this, you will enter helpless.



Fthrow 10

Bthrow 10

Uthrow 10

Dthrow 7



Notes:









[Mr. Game & Watch]/[Mr. Game and Watch]





A 3

AAA 3-1-1-1-1-1-1-1...

A> 10

Av 6 (9 if the enemy is in the air)

A^ 8



Smash> 18

Fsmashv 15 (13 if close)

Bsmashv 15 (13 if close)

Smash^ 18



Charged Smash> 25

Charged Fsmashv 21 (18 if close)

Charged Bsmashv 21 (18 if close)

Charged Smash^ 25



Dash attack 11

Ledge attack 8



Nair 17 (5-4-4-4, if all hits land)

Fair (sexkick, 16~6)

Bair 15 (in 5 hits)

Uair 16 (7-9, also actually blows invisible air which can blow enemies

upwards, if they are not hit with the actual attack)

Dair 14~13 from key, 6 from impact explosion, difficult to hit with both



B 9 if the frying pan touches, 4 per piece of food that hits

B> Judgement, damage and effect depends on number displayed, randomly from

1 to 9. The different attacks appear to have equal chances of appearing,

except for attack #1, which is seems rarer.

They are as follows:



#1= 2 damage, no knockback, does 12 damage to yourself, very rare

#2= 4

#3= 6 (pulls enemy behind you)

#4= 8

#5= 9 (3-3-3, if all hits land) (electric)

#6= 12 (fire)

#7= 14 (an apple may appear, which can restore 4 health)

#8= 9 (freezes)

#9= 32, huge knockback (possibly slightly more frequent than other attacks...)



Bv Oil Panic (catch 3 energy projectiles, then release at increased strength

later by pressing Bv once it's full)

B^ 6 (can then float on parachute or attack, cannot use second jump until you

get attacked OR use an A attack)



Fthrow 8

Bthrow 8

Uthrow 8

Dthrow 6 (lays enemy out on the floor)



Notes:









[Snake]





A 4

AAA 4-3-7

A> 8

Av 10

A^ 13 (12 if above you)



Smash> 22

Fsmashv lays mine for 14 damage if it is stepped on by anyone or hit with

a projectile, can damage yourself, disappears after ~27 seconds

Bsmashv lays mine for 14 damage if it is stepped on by anyone or hit with

a projectile, can damage yourself, disappears after ~27 seconds

Smash^ 14 (4 from laying down mortar, 10 from projectile, projectile randomly

drifts forward or backward in the air)



Charged Smash> 30

Charged Fsmashv lays mine for 19 damage if it is stepped on by anyone or hit

with a projectile, can damage yourself, disappears after ~27 seconds

Charged Bsmashv lays mine for 19 damage if it is stepped on by anyone or hit

with a projectile, can damage yourself, disappears after ~27 seconds

Charged Smash^ 14 (4 from laying down mortar, 10 from projectile, projectile

randomly drifts forward or backward in the air, projectile travels high the

longer you charge it)



Dash attack 11 (8 if they are not close)

Ledge attack 8



Nair 6-5-4-13 (difficult to land all hits)

Fair 14

Bair (sexkick, 14~10)

Uair (sexkick, 14~10)

Dair 6-5-5-12 (difficult to land all hits)



B 3 from impact of grenade (4 if thrown hard), 12 from explosion, can damage

yourself, causes you to drop any held items, only 2 grenades out at a time.

Grenade explodes after ~4.5 seconds, not on contact, though projectiles can

detonate them. Hold B to carry the grenade with you to let the timer go down

a bit. Can throw at 3 levels of speed, fast, medium and slow, depending on

control stick position when B is let go. Enemies can pick up and throw the

grenades

B> 7 if close or rocket is dropped, 14 otherwise, can tilt to aim the rocket,

let go of control stick to make it go faster, shield to stop controlling it

Bv drops C4 to the ground, press again later to detonate for 17 damage, can

damage yourself, projectiles can detonate it as well, auto-detonates after

25 seconds. If very close to an enemy when used, it will plant the bomb on

the enemy, and will behave like a 'gummy bomb,' able to transfer between

people by contact, until it auto-detonates or you detonate it with Bv

B^ flies you up, negates your second jump, can release by pressing down or

attacking, and if the camera hits the enemy after you let go, it will do 6

damage, negates 2nd jump but does not enter helpless



Fthrow 9

Bthrow 9

Uthrow 10

Dthrow 12 (lays enemy on the floor, if you plant a mine with downward smash

immediately prior to doing a downward throw, the explosion will not hurt you,

only the enemy, even if you are still standing on the mine)



Notes:









[Sonic]





A 2

AAA 2-2-3

A> 11 (4-7, must be close to land first hit)

Av 6

A^ 14 (3-4-7, if all hits land)



Smash> 14

Fsmashv 12 (5 if they get hit by the second spin)

Bsmashv 9 (5 if they get hit by the second spin)

Smash^ 14 (in 8 hits, if all hits land)



Charged Smash> 19

Charged Fsmashv 16 (7 if they get hit by the second spin)

Charged Bsmashv 12 (7 if they get hit by the second spin)

Charged Smash^ 19 (in 8 hits, if all hits land)



Dash attack (sexkick, 6~4)

Ledge attack 8



Nair (sexkick, 11~5)

Fair 14 (in 6 hits, if all hits land)

Bair 13

Uair 9 (3-6)

Dair 8 (forces you into a dive, but can cancel out of it after ~1 second)



B 8 (Homing attack, if enemy is in range, will shoot towards them), can be

used infinite times in the air, provided there are sufficient enemies to

home in on to prevent the default downwards flight path

B> 5 if hit during intial jump, 7~10 after that, depending on speed (hold B

to charge more for more speed and range, if jump, up or A is pressed during

intial jump, you will cancel the attack and do a jump. If A, up or jump is

pressed while rolling on the ground, you will jump while still spinning and

attacking. If you continue to press A while jumping in this way, you can

perform multiple hits on an enemy, even if they were initially standing, up

to 28 damage. You can use left and right while rolling to change direction)

If used in the air, it will only do 5 damage if the enemy is hit early on,

then no more damage until you touch the ground or cancel the attack.

Bv same as B>, except no initial jump is performed, and rapidly keep tapping

B while holding down to charge instead of holding B. Release B and down to

attack. Also, if used in the air in the same manner as B>, you will do 8~11

damage instead of 5.

B^ Jumps, if used in the air and the spring lands on an enemy, it does 4

damage, if used on the ground, the spring remains to be used by anyone for

a few seconds, negates 2nd jump and prevents further use of B attacks until

you land/get attacked, but does not enter helpless



Fthrow 9 (3-6)

Bthrow 8

Uthrow 12 (3-9)

Dthrow 8 (1-1-1-5)



Notes:





How am I FAQing?

seanthegraduate+FAQ [@] gmail [.] com



Copyright 2008 Sean Thomas Davis.



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