Bat Within – If Bayonetta is hit at the start of any dodge or the end of her down special, she’ll transform into a burst of bats and only take half the damage.
Bullet Climax – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she’s firing to let off more shots.
Bullet Climax – Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets.
Down Air Attack – Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges. Bayonetta drops straight down into a split kick. Her foot has a meteor effect. Aim it at foes clinging to ledges to knock them into oblivion!
Down Smash Attack – Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges.
Fire Guns (Holding Button) – Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky.
Fire Guns (Holding Button) – Keep the button held down after any normal attack (and some specials) to fire your guns.
Front Air Attack – Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets!
Heel Slide – Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure.
Strong Down Attack – Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage.
Strong Side Attack – Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after!
Witch Time – A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down!
Witch Time – A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second.
Witch Time – Witch Time won’t last long if you keep using it against every single attack. Keep it in reserve for when you really need it!
Witch Twist – The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos. The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation and get the best combos.
Witch Twist – This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist.
Burning Dropkick – This move combines a big forward leap with a dropkick. Also it's on fire. Charge it up for some serious power, distance, and speed.
Exploding Side Kick – Input in the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage. Aim behind you right after pressing the button to deliver this kick in the opposite direction. You'll also deal more damage this way.
Feint Jump – A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick. A long leap forwards while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick.
Foot Flurry – On the ground, this flurry of kicks will move forward, ending with an upward kick. In the air, you'll hover in place and kick downward. On the ground, this flurry of kicks will move forwards, ending with an upward kick. In the air, you'll hover in place and kick downwards.
Headache Maker – After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect.
Head-On Assault – This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it. This upside-down headbutt has a meteor effect and can bury opponents who are on the ground!
Helicopter Kick – When performing this move, pressing left or right will let you change the direction of the kick.
Onslaught – A flurry of kicks, followed by a powerful uppercut. This move hits the opponent quite some distance and might even KO them if it connects in midair! A flurry of kicks, followed by a powerful uppercut. This move hits the opponent quite some distance, and might even KO them if it connects in mid-air!
Piston Punch – This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents. This series of upward punches doesn't climb up too far. It's a powerful attack, but not so great for recovery.
Shot Put / Shot-Put – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery. Throws a metal ball diagonally upwards, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.
Soaring Axe Kick – A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.
Ultimate Uppercut – This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start.
Up Smash – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above. An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's good for countering enemy attacks from above.
Absorbing Vortex – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit. A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies backwards a little.
Arm Rocket – This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff. This move fires a rocket jet from your arm cannon, carrying you upwards. You can adjust the direction just before lift-off.
Bomb Drop – This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover!
Cannon Uppercut – Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast! Fires a blast downwards, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast!
Charge Blast – This move is super powerful when fully charged. Use it in midair, and it'll fire without charging at all. This move's super powerful when fully charged. Use it in mid-air and it'll fire straight away without charging.
Echo Reflector – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before, too!
Flame Pillar – If you make a pillar of fire on the ground, it'll deliver a single hit to anyone who comes close, pushing them back.
Grenade Launch – These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther. These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw it further.
Gunner Missile – Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that flies straight. Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack for a stronger missile that flies straight.
Laser Blaze – This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage.
Lunar Launch – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!
Stealth Burst – Fires a stealth explosive forward, which detonates when you release the button. Hold the button down to get more distance and power.
Airborne Assault – The Mii performs a somersault leap forward in a large arc. If it strikes a foe, they will be blasted back and the user will jump upward.
Blade Counter – This move counters an enemy attack. The attack has slightly greater launching power than a normal attack. This move counters an enemy attack. If it hits, it has slightly more launching power than a regular attack.
Blade Flurry – A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance!
Chakram – Throws a ring-shaped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up and down.
Chakram – Perform this move like a smash attack to throw stronger and farther. Perform it normally, and the chakram will hover and hit multiple times.
Gale Strike / Tornado Strike – A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears. A large swing of the sword that summons a multiple-hitting tornado. The tornado's path sinks slightly just after it appears.
Gale Strike – The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage.
Hero's Spin – A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery.
Hero's Spin – When using this move on the ground, you can hold down the button to charge it up. It's also stronger in general on the ground than in the air.
Power Thrust – This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful.
Reversal Slash – A gust of wind from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close.
Shuriken of Light – The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.
Skyward Slash Dash / Super Slash Dash – Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below! Slash repeatedly while dashing in your chosen direction. Use it in the air to ambush opponents waiting below!
Slash Launcher – A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel.
Stone Scabbard / Back in the Stone – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.
Stone Scabbard / Back in the Stone – At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.
Angelic Missile – Palutena fires herself forward like a spinning torpedo. This move travels a long way, so be careful not to fire yourself right off a cliff!
Autoreticle – Targets an opponent ahead of you and fires shots at them. No shots will be fired if obstacles prevent you from finding a target.
Celestial Firework – There's a moment of invincibility just after firing the firework. Use it well, and you might be able to nullify an enemy attack and then strike back!
Celestial Firework – This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents.
Counter – This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
Explosive Flame – This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying.
Heavenly Light – Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself.
Heavenly Light – Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect.
Heavenly Light – This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly. This move damages anyone who touches the rays of light. It's not particularly powerful, but it does hit multiple times.
Jump Glide – After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
Lightweight – This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch.
Reflect Barrier – This move creates a barrier that reflects enemy projectiles. It also pushes opponents away, so it can be useful if you want to keep your distance.
Rocket Jump – Palutena propels herself with an explosion at her feet, damaging enemies nearby. It's a little more powerful on the ground than in the air.
Super Speed – Palutena charges forward at speed and sends anyone in her way flying. The farther she travels, the more damage she deals on impact.
Warp – Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press.
Down Smash Attack – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victim will be stunned for a moment, leaving them open to another attack!
Flip Jump – Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
Flip Jump – Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect, too.
Paralyzer – Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!
Plasma Whip – This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away.
Attacking from Above – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
3D Land: ? Blocks – ? Blocks give you items! Super Leaves will appear slightly more often than usual.
3D Land: Blocks – The Brick Blocks that appear in the beginning can be easily broken by hitting them once from below.
3D Land: Donut Blocks – As tasty as they may sound, the Donut Blocks are not for eating. You can, however, jump on top of them for a bit before they collapse from your weight. Tasty as they sound, you can't eat Donut Blocks. You can stand on them, but they'll buckle before long!
3D Land: Flip Panels – The Flip Panels at the beginning of this stage will flip, gradually creating more places for you to stand.
3D Land: Lifts on Rails – During the ocean scene, the lift will travel along rails. Look ahead to spot where lifts are going next! Find the premium fighting spot! When you're on moving lifts above the ocean, the rails ahead show you where the lifts will go next. Look out for the best spot to fight!
3D Land: Note Blocks – Note Blocks appear at the beginning of the stage. Jumping on them will send fighters flying into the sky!
3D Land: Protruding Rocks – The mountain range partway through the stage has rocks sticking out from it. The platform tilts and pushes fighters, so watch out!
3D Land: Rotating Platforms – This rotating platform may seem like a good place to fight, but it'll toss anyone who's still on it when it rotates!
3D Land: Shrinking and Growing Pipes – Pipes that shrink and grow will appear throughout the stage. Time your jumps so you don't fall down!
3D Land: Spike Pillars – Spike Pillars will pop out of the ocean at random. They can break lifts and deal a lot of damage to unlucky fighters.
Arena Ferox – Four types of platforms appear on this stage. Some of them can be destroyed! The statues too!
Balloon Fight – Beware the fish lurking beneath those pixelated waves—they'll surface and try to get a mouthful of Smash Bros. fighter. The fish swimming in the water will bite at fighters who come near and try to drag them down under the waves.
Balloon Fight – This stage loops back on itself if you run to the left or right. However, getting launched can still KO you.
Boxing Ring – Reach those lights hanging above the ring! Damage them enough and they'll come crashing down, launching anyone caught beneath them.
Boxing Ring – Use the ropes around the ring to jump high into the air. These ropes let fighters who have no ups reach the lights overhead!
Distant Planet – Occasionally you might see Onions fly by. Hit them with Pellets to get items!
Distant Planet – The objects labeled with numbers that blossom in the center of the flowers are called Pellets. Bigger numbers deal more damage when thrown.
Distant Planet – The Red Bulborb will appear on the right, opening its mouth and looking for food. Being eaten by the Red Bulborb counts as a KO.
Distant Planet – The slanted hill on the left side of the stage will flood with water when it rains. The strong current can sweep you off the edge. Watch out!
Dream Land (64) – If you look behind the stage, you might see a Bronto Burt or King Dedede. Of course, if Dedede is fighting, he won’t be back there.
Dream Land (64) – Whispy Woods will blow air at whichever side of the stage has more fighters. If both sides have the same number of fighters, Whispy Woods will randomly decide.
Duck Hunt – Attacking the ducks will add to the score in the bottom right. The score doesn't really matter, but the ducks can drop items sometimes!
Duck Hunt – If you defeat all 10 ducks in a single round, you'll get a Perfect Bomus! That's 10,000 points added to the score! ...And that's all!
Duck Hunt – Take out six or more ducks to proceed to the next round. After Round 9, the score resets and you'll start at Round 1.
Find Mii – The Dark Emperor is capable of destroying the platforms in this stage. There are only two, so watch out!
Find Mii – The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed on the bottom screen.
Find Mii – The faster you can rescue the Mii trapped in the cage, the faster the Dark Emperor will leave the battle.
Flat Zone 2: Chef – You can launch the Chef off the stage by continuously hitting him. Once the Chef is gone, the stage will change to a new scene. Keep attacking the Chef to launch him off the stage and switch to the next game.
Flat Zone 2: Fire – If you leave items on the ground, a diver might appear and take them away.
Gerudo Valley – Sometimes the wooden bridge will break if you stand on it or attack it. It's a flimsy bridge and will break over time, too.
Golden Plains – Collect 100 coins and you'll turn to gold! You'll become generally more powerful and won't flinch at all.
Golden Plains – Step on the P Switch (or just hit it) to make blue coins appear. They won't stay around for long, so look lively!
Golden Plains – The scalelike platforms will tilt and fall if there is no one on the other side. Get two fighters on there to see who weighs more!
Golden Plains – Touch the red ring to make eight red coins appear. One red coin is worth five regular coins!
Green Hill Zone – The object with the blue ball on top is called a Point Marker. A Point Marker will twirl when the ball is hit, dealing damage to anyone too close.
Hyrule Castle (64) – After being launched by the tornado, you'll be stunned for a moment. The more damage you have, the longer you'll be stunned.
Hyrule Castle (64) – The tornado that appears will launch fighters vertically. If you've taken too much damage, it can launch you off the stage!
Hyrule Castle (64) – This is a revival of the Hyrule Castle stage from the original Smash Bros. The platforms on the castle tower are great for up smash attacks!
Jungle Japes – The river below the stage flows very quickly, so don't fall in! Try to knock foes into it instead!
Living Room – Five different kinds of puppies appear in the background. The breed will change randomly. Sometimes a kitten will appear instead!
Living Room – The falling blocks are really painful if they land on you. Avoid damage by watching the shadows and moving before the blocks land.
Magicant – A giant tomato or iron octopus will fall into the clouds, slowly sinking in until it falls out the other side.
Magicant – Flying Man will fight alongside the first person who touches him. Get to him before anyone else has a chance!
Magicant – Standing on a giant tomato or an iron octopus will cause it to sink through the clouds faster.
Magicant – There are only five Flying Men. If all five are defeated, no more will appear in the battle.
Midgar – Grab the Summon Materia to call forth powerful beings that affect the stage in different ways.
Midgar – If a Summon knocks out a fighter, the point is awarded to whoever grabbed the Summon Materia.
Midgar: Bahamut ZERO – From high above the heavens, Bahamut ZERO blasts the stage with a devastatingly powerful beam, obliterating careless fighters.
Midgar: Ifrit – Ifrit blazes through the sky and unleashes an inferno forceful enough to shift the entire stage. Stand on the hot spots and you'll feel the burn!
Midgar: Leviathan – If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100%, you're done for! If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100% then you're done for!
Midgar: Leviathan – Leviathan rises from the ocean depths, sending a tidal wave crashing down around the stage. Steer clear of the deluge or it will sweep you away!
Midgar: Odin – Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed—this cut runs deep! Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed - this cut runs deep!
Midgar: Odin – The stage will return to normal soon after being sliced in two—try not to be between the halves when it does, or it's an instant KO!
Midgar: Ramuh – Ramuh rains lightning onto the field, shuffling and electrifying the platforms. Fighters who land on a live surface are in for a nasty shock!
Mute City – This fight takes place on F-Zero machines in the middle of a race! Falling onto the course will hurt and send you flying through the air!
PAC-MAZE – Collect 100 Pac-Dots, and a Power Pellet will appear just for you. You can destroy ones that appear for your rivals, too!
Paper Mario – A Big Blooper will appear on the ocean stage. Don't worry—it won't attack. It will rock the ship, though, generating some waves.
Paper Mario – Bowser's metal face will appear and spin in the sky. If his eyes turn red, it's a good time to run!
Paper Mario – Watch out for the gigantic fan on the part of the stage that is on land. It's much easier to be launched to the right when it spins!
Peach's Castle (64) – This stage is a revival of the stage from the original Smash Bros for Nintendo 64. It features a sliding stone platform and floating bumpers.
Peach's Castle (64) – This stage's bumpers are faithful re-creations of the bumpers from the original Smash Bros. They do 1% damage to anyone who bumps into them.
Peach's Castle (64) – This time around, you can grab the edge of the sliding stone platform. When the platform is hidden, you can grab the edge of the center platform.
PictoChat 2 – The stage changes as the background changes. Adjust your tactics depending on the drawing shown in the background.
Rainbow Road – Sometimes Shy Guys drive by in karts. There is plenty of warning before the Shy Guys cruise by.
Rainbow Road – The floor of the tunnel rotates; don't get caught standing in one spot, or you'll be sent flying off the screen!
Spirit Train – If Link or Toon Link is busy in the battle, Alfonzo will handle being the train's conductor.
Spirit Train – Keep an eye on the black smoke from the Dark Train! It will jump before exploding, landing in a random place on the stage.
Spirit Train – The Armored Train is pointy in front and will try to push the train you are on off the stage. Don't get pushed off during their conflict!
Spirit Train – The Spirit Train can have several different cabooses. It could be Linebeck's shop, a coal car, a steel-frame car, or other cars!
Spirit Train – This train travels left at extremely high speed. You'll need more luck than any one fighter has if you want to survive falling off the back.
Super Mario Maker – A hand will appear on the screen and build this stage for you before the battle starts. It might be a person's hand, a cat's paw, or Mario's hand!
Super Mario Maker – Fighters will start on a platform that will disappear almost right away. Watch out!
Super Mario Maker – The ? Blocks are more likely to yield items from the Mario series than any other series. Makes sense, right?
Super Mario Maker – The platforms on this stage will change each time you play! It's like playing a whole new stage every time!
Super Mario Maker – The stage will occasionally change right in the middle of a battle. This can also change the music that is playing!
Super Mario Maker – This stage will generate a mixture of floating platforms and solid ground, but it favors creating floating platforms.
Suzaku Castle – These flimsy signs can’t stand up to a fighter being launched near them. If all the signs are broken, they will eventually repair themselves.
Suzaku Castle – This stage has a large platform on the right and two smaller ones on the left. Depending on how you like to fight, one side may be more ideal than the other. The left side of the stage is made up of just two small platforms, but the right side has more space. Change up your fighting style for each side!
Tomodachi Life – Normally, only rooms that fighters are currently in will be visible. If you throw an X Bomb, though, a lot will be revealed!
Tomodachi Life – The apartments and the Mii characters living in them will change every time you play. You might even see your friends!
Tortimer Island – Beehives will occasionally fall from the trees. Unless you like swarms of bees attacking you, be careful not to hit those beehives...
Tortimer Island – Durians and coconuts have no healing power, but sometimes they can explode when thrown.
Tortimer Island – Kapp'n's boat will sail out to sea after some time has passed. Disembark before he sails you off the stage!
Tortimer Island – The shallow waters around the island are home to some vicious sharks. They'll swim close and try to make a meal of an unsuspecting fighter.
Umbra Clock Tower – Don’t worry if you’re still on a platform when it floats up and out of the stage area—you’ll be dropped off rather than taken away with it!
Umbra Clock Tower – In this stage you battle on the endlessly falling ruins of a clock tower. You can see angles watching from afar whenever the tower enters a magical portal.
Umbra Clock Tower – Sometimes debris from the tower can be used as platforms. The debris can fall in seven patterns.
Umbra Clock Tower – The clock face on this stage actually tells the real time. Look at the clock long enough and you’ll even see the hands move.
Umbra Clock Tower – You can grab the edges that appear below the clock tower. Use them to your advantage to survive tough situations.
Unova Pokémon League – Reshiram and Zekrom will attack when they appear on this stage. You might see some other Pokémon, too!
Unova Pokémon League – Reshiram's Fusion Flare move will unleash a burst of flames and then destroy the stairs, so be careful!
Unova Pokémon League – Sometimes Milotic, Whimsicott, and Shaymin will appear. Don't worry—these three are only here to watch.
Unova Pokémon League – Stairs will appear and connect to N's Castle. The stairs will make the stage larger—change up your tactics with this new space! When stairs appear leading to N's Castle, the stage will get larger and the edges will disappear, so change up your tactics!
Unova Pokémon League – Zekrom, the Dragon/Electric-type Legendary Pokémon, charges in using Fusion Bolt, which breaks the stairs or leaves platforms askew.
WarioWare, Inc. – When the microgame starts, follow the instructions to get items or other bonuses!
Wily Castle – The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters!
Yoshi's Island – Shy Guys sometimes appear from the sky, carrying yummy food. Attack them to make them drop their tasty snacks!
Beetle – Attack an incoming Beetle and it'll do a U-turn. Beat the person who threw it at their own game!
Blast Box – This item can be risky, since fire attacks will detonate it straight away. However, it's safe to hit or throw it.
Boomerang – If you time it right and catch this on the way back, it'll deal more damage next time you throw it.
Boss Galaga – It's possible to defeat Boss Galaga! He'll change color as he takes damage. The bluer he gets, the weaker he's becoming!
Boss Galaga – If you get caught up in Boss Galaga's tractor beam, you'll be pulled right up off the stage. Wiggle back and forth quickly to escape!
Daybreak – After completing Daybreak, press the attack button to fire a beam. You might drop it if you get hit before firing it, so be careful!
Fairy Bottle – This heals your damage by 100...unless you're below 100% at the time, in which case you can't use it.
Fire Bar – Five fireballs are linked to the hilt of this weapon. As you attack with it, the number of fireballs decreases.
Fire Bar – You can use the Fire Bar both at short range and long range. The fireballs at the base of the weapon do the most damage.
Golden Hammer – This sometimes turns into a Squeaky Hammer. It doesn't hurt much, but that sound sure is cute, eh?
Hocotate Bomb – The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune.
Hocotate Bomb – While flying upward, it can hit enemies above it repeatedly and even launch them right off the screen.
Lip's Stick – If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts...
Lip's Stick – Using Lip's Stick to damage a foe will make a flower bloom. The flower grows as you continue to deal damage.
Master Ball – A purple ball with the letter M on it. Unlike a regular Poké Ball, there's almost always a Legendary inside.
Sandbag – Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch. Sandbag takes damage just like a fighter. The more he takes, the easier he is to launch.
Screw Attack – You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos.
Participants and Prizes – The more people you play with in Smash Run, the more prizes you'll all receive at the end.
Powers – The number of Powers a fighter can carry depends on the fighter's weight—the heavier the fighter, the more they can manage. The number of Powers a fighter can equip depends on the fighter's weight - the heavier the fighter, the more they can manage.
Ranks and Prizes – After the final fight, you'll find out your ranking. You'll earn better and rarer items by placing higher!
Area Lockdown – When the screen locks in place and swarms of enemies start to appear, hold your ground. Leaving the screen then will count as a KO. When the screen goes into lockdown and a swarm of foes appears, be careful not to go off-screen. That will count as a fall.
Area Lockdown – The number in the top left is your target number of enemies to beat. Hit that mark, and you'll get an especially large stat boost!
Cannonball Effect – When you defeat an enemy, it will fly off like a cannonball and deal damage to other enemies it hits.
Cannonball Effect – When you defeat a large foe, the cannonball effect can take out other enemies, too. However, the other enemies won't fly off like cannonballs.
Challenge Doors – Go into the red door if you are ready for a challenge! If you clear the challenge, you can get great rewards!
Challenge Doors – Sometimes there won't be a challenge behind the door at all. Just a bonus room full of treasure chests and stat boosts!
Glunders, Glices, and Glires – They all roll along the ground, but they're based on different elements. Glire is red, Glice is blue, and Glunder is yellow.
Launching Foes Off-Screen – Launching enemies off the screen will defeat them even if they haven't taken much damage. However, you won't get as many stat boosts.
Powerful Enemies – Strong enemies like Reapers drop lots of items. These can include rare rewards.
Powers and Speed – Slower fighters can carry more Powers. Putting on equipment that makes you faster or slower will affect this, too! Slower fighters can equip more Powers. Put on equipment that makes you faster or slower to influence this.
Rare Items – Looking for cool stuff like trophies and custom parts? Try defeating bonus enemies and opening treasure chests.
Smash Run: Edge of the Stage – There are a lot of challenge doors and treasure chests around the edges of the labyrinth—but lots of strong enemies, too.
Star-Shaped Stat Boosts – These star-shaped stat boosts will improve all six stats. You'll get them from treasure chests or by defeating special enemies.
Stat Boosts – Just running and attacking will slowly boost your speed and attack stats.
Stat Megaboost – These items will double the effectiveness of stat boosts for a short time. You'll power up twice as fast while moving around, too!
Using Powers – Using Powers aggressively at the start will let you beat enemies easily for some early stat boosts. That'll make later foes easier too.
Using Powers – If you get KO'd in Smash Run, your stats will go down. Try to keep some good Powers in reserve to help you stay in the game!
Crystal Smash! – Break all the crystals in the time allotted. Breaking them gets you stat boosts!
Crystal Smash! – When you're attacking crystals, sometimes large cracks will appear. Aim your attacks at these to destroy the crystals more efficiently.
Defeat them all! – Defeat all the enemies in the time allotted. Be careful not to fall off the narrow platforms as you fight!
Defeat them all! – If you touch the floor under the platforms when it's red, you'll be KO'd immediately. That applies to foes, too, so try to send them to their doom! If you touch the floor under the platforms when it's turned red, you'll be KO'd straight away. That applies to foes, too, so try to knock them down!
Bacura – Bacuras are invincible spinning boards that can reflect projectiles. Touching one will launch you downward.
Banzai Bill – These enormous versions of Bullet Bills have a LOT of health. They also explode with a big blast radius after getting stuck in the terrain.
Big Goomba – Its health and attack power may be high, but you can stomp on it to do massive damage. A Goomba's still a Goomba!
Bill Blaster – These fire Bullet Bills (and sometimes other enemies). Destroy a Bill Blaster before it's out of ammo, and you might just get extra items.
Blue Shy Guy – Blue Shy Guys have slightly more health than other Shy Guys. They tend to drop Defense boosts.
Bonkers – This gorilla-like foe uses a hammer to strike with a variety of attacks. When he charges up Hammer Flip, it can hit you for serious pain. This gorilla-esque foe uses a hammer to strike with a variety of attacks. When he charges up Hammer Flip, it can hit you with a big impact.
Bonkers – Bonkers is so tough that your attacks won't make him flinch at all. However, he does leave himself wide open after swinging his hammer.
Boom Stomper – Don't expect your attacks to do a lot to a Boom Stomper's rock-solid body. Aim for its weak point: the leaf on its head.
Bronto Burt – Bronto Burts fly around and try to hit you with their spin attack. The attack doesn't do much damage but has high launching power.
Bubble – Red Bubbles are weak to water and electricity, blue ones to fire. Attack accordingly to extinguish their colored flame and weaken them. Red Bubbles are weak to water and electricity, blue ones to fire. Attack accordingly to put out their fire and weaken them.
Bubble – These flying skulls with wings come in two varieties. Red flames indicate a fire element, while blue flames indicate ice.
Bulborb – Bulborbs will use a slam attack if there's a fighter behind them. It can hurt a lot, but it also leaves the Bulborb open to counterattacks.
Bullet Bill – These bullets with angry eyes and angry fists will either fly in a straight line or chase after fighters.
Bumpety Bomb – Bumpety Bombs flash more and more quickly as they get closer to exploding. The blast hurts other enemies, too, so use that to your advantage!
Bumpety Bomb – You can't hit a Bumpety Bomb through the armor on its front. Instead, attack from behind or try to throw it.
Chain Chomp – You can't defeat a Chain Chomp—just the post it's chained to. Once free, it will run off and leave behind an item.
Clubberskull – Once freed, a Clubberskull will swing its arms in wide circles, dealing a lot of damage if it lands hits. Best to fight at a distance if you can.
Clubberskull – When a Clubberskull's on a rampage, it'll come after fighters relentlessly. It'll even jump over walls and other obstacles!
Cryogonal – Sometimes Cryogonals will fire an Ice Beam that mows down everything around them. This takes longer to charge than the usual beam.
Cryogonal – This Ice-type Pokémon floats in the air and fires an Ice Beam. If the beam hits you, you'll be frozen.
Cucco – When a Cucco gets hurt—even by defeated enemies cannonballing toward it—it'll call upon its flock to strike back at you.
Daphne – A Daphne's mines will explode if you attack them. Best to use projectiles to take them out from a comfortable distance.
Daphne – Looks can be deceiving! These cute, flowery foes float along dropping mines that will flash and then explode when a fighter comes near.
Darknut – Breaking a Darknut's armor changes its attack pattern and raises its speed, but your attacks will now make it flinch.
Darknut – Darknuts attack by swinging their large swords around. Their shields deflect attacks, so try to hit them from behind!
Devil Car – If you're close by when a Devil Car has stopped moving, it'll spout exhaust fumes that paralyzeyou. It's enough to drive anyone crazy...
Devil Car – These cars are the most inconsiderate drivers, trying to ram right into you! If one hits you at high speed, it'll hurt. These cars try to drive right into you! If one hits you at high speed, it'll hurt.
Flage – This slimy green foe disappears and moves closer to you. Its shadow will give away where it is heading.
Flame Chomp – Don't touch the Flame Chomp's fireballs! That means both the ones it fires at you and the ones that are still attached to its tail.
Flame Chomp – When a Flame Chomp's tail is gone, its eyes will droop and it will flash. Defeat it quickly or it will explode!
Fly Guy – A type of Shy Guy that flies around, dangling items. Sometimes they even carry custom parts!
Gastly – A Ghost-type Pokémon unaffected by punches and kicks. You'll have to use projectiles to defeat it.
Geemer – Geemers can crawl along the ground, the walls...even the ceiling! Those spikes will hurt any fighter who touches them.
Generator – Generators disappear after they've finished spawning enemies. Defeat them before they finish to get a big bounty as a reward!
Glice – An icy enemy that's weak to fire. Its attack range is small, but you'll freeze if it hits you.
Glire – A fiery enemy that's weak to ice. It attacks slowly but deals a lot of damage.
Glunder – An electrical enemy with no particular weakness but fairly low health. Its attacks are wide ranging but deal little damage.
Goomba – The classic Mario enemy. Punches and kicks will work, but jumping on it delivers a one-hit KO in trademark Mario style.
Gordo – These spiky little balls are invincible, and just touching one will hurt and send you reeling.
Green Shy Guy – Green Shy Guys move slightly faster than other Shy Guys. They tend to drop Speed boosts.
Hammer Bro – Hammer Bros. jump up and down while throwing hammers. The hammers bounce off the walls and floor, so watch out!
Iridescent Glint Beetle – The farther you launch one of these, the more gold it'll drop. It'll go back underground if it gets launched five times or if enough time passes.
Iridescent Glint Beetle – These golden bugs stay underground until a fighter comes near. They're bonus enemies, and often when you launch one, it'll drop some gold.
Kamek – Kamek flies around and teleports, making an air battle all but inevitable. Try to ground this goof with a strong attack. Kamek flies around and teleports, making an air battle all but inevitable. Try to knock him down to earth with a strong attack.
Kihunter – Kihunters won't spit acid at you if they're below you. Fighting them from above is an excellent strategy.
Kihunter – These insectoid enemies spit acid at you from the air. Touching the acid will paralyze you for a short time.
Koffing – Get too close, and you'll be sprayed with an extra-powerful Poison Gas that reduces your stats more than regular Poison Gas. Get too close, and you'll be sprayed with an extra-powerful Poison Gas that lowers your stats much more than usual.
Koffing – This Pokémon fills its body up with toxic gases like a balloon. If its Poison Gas move hits you, it'll reduce your stats.
Kritter – Green Kritters will try to bite you, while blue Kritters will use their claws in a spinning jump attack.
Lakitu – Lakitus ride on a cloud and throw down Spiny Eggs. These turn into Spinies when they hit the ground.
Lethinium – These floral fiends shoot lasers that can go through the terrain. If the beam doesn't hit, the next shot will be at a different angle.
Lurchthorn – Each of a Lurchthorn's cannons will drop items and stop shooting if you destroy it. However, the other cannons will get stronger as a result.
Lurchthorn – These fishlike foes pull five cannons along behind them. Each cannon takes damage on its own, but defeating the head can save you some time.
Mahva – These fishlike foes with six eyes can protect other enemies with their barriers. Break down the barrier first—then you can hit the Mahva.
Megonta – Hit a Megonta's weak point—the stomach—and you can topple it over. It can't do anything until it gets back up, so you have a chance to strike.
Megonta – This pill bug look-alike attacks by rolling at you. It's invincible while balled up, so strike wisely. This foe, reminiscent of a pill bug, attacks by rolling at you. Nothing can damage its shell, so it's invincible while in a ball.
Metroid – These alien creatures float around and then try to clamp down on you with their sharp fangs. Quickly struggle to break free from their grasp.
Mettaur – When a Mettaur's hiding under its helmet, attacking it won't accomplish anything. However, you can still grab and throw it.
Mimicutie – Lures you in disguised as a treasure chest, and then comes after you. Often drops Powers and other rarities.
Monoeye – These enormous eyeballs fly around above you, occasionally targeting you with energy blasts.
Nutski – These airborne enemies from the Forces of Nature fire either a burst of weak seeds or a single big seed that deals more damage.
Octorok – Octoroks will fire rocks at distant fighters. Deflecting an Octorok's own rock back at it is a one-hit KO!
Octorok – When you get close to an Octorok, it'll hide in the grass. You won't be able to hit it with attacks, but you can still throw it.
Orne – Ornes are dangerous foes. Just touching one will KO you instantly. When you hear that eerie music, run! Run away!
Parasol Waddle Dee – Attack a Waddle Dee to make it let go of its parasol. As the parasol floats into the air, it can snag you and carry you with it. Watch out! Attack a Waddle Dee to make it let go of its parasol. When the parasol floats up, it can drag you with it, so be careful.
Peahat – Peahats will keep sending Peahat Larvae at you. These are hard to avoid because of their scattered flight patterns.
Peahat Larva – These weak enemies are thrown by Peahats. You can even defeat them with moves that don't deal any damage, like Mario's F.L.U.D.D.
Petilil – This Grass-type Pokémon's Sleep Powder move will only affect fighters on the ground.
Plasma Wisp – When these glowing foes have fully charged their attack to its third level, they become immune to projectiles and direct attacks.
Polar Bear – Polar bears are weak to fire attacks. They'll flinch when struck by fire, making them far easier to defeat.
Polar Bear – When a polar bear jumps, you should jump too. The earthquake from their landing won't affect you if you're in the air.
Pooka – Each time a Pooka takes damage, it'll puff up like a balloon. When it finally pops, the blast will damage surrounding enemies.
Pooka – Pookas can chase after you by burrowing through walls and the ground. While doing this, you can't hit them, only look at their goggles.
Pooka – These red little enemies with goggles will walk up to fighters and tackle them.
Poppant – Poppants store candy and gift-wrapped boxes in their bucket-like lower bodies. Defeat these bonus enemies for some sweet rewards!
Poppant – Poppants will run away if you get too close or attack them. They'll also throw stones and Bob-ombs in their wake! Watch out! Poppants will run away if you get too close or attack them. They'll also throw stones and Bob-ombs as they go, so watch out!
Reaper – An angry Reaper won't move around—it'll just turn to the left and right. If you're right in front of it, it'll swing its scythe.
Reaper – If a Reaper spots you, its special music will play and it'll go berserk. It'll also summon Reapettes, making it hard to even get close.
Reapette – These Reaper minions can pass right through walls. They'll disappear in one hit, so it's easy to clear them out with some careful aim. These Reaper minions can even move through walls. They'll disappear in one hit, so watch carefully and take them out.
ReDead – Fighters on the ground will be left shaking if a ReDead's screech hits them, but airborne fighters will keep their wits about them. Fighters on the ground will be left shaking if a ReDead's screech hits them, but fighters in the air won't be affected.
ReDead – These shambling creatures made from magically animated clay will let out a hideous screech if you come near, leaving you shaking.
Reo – These enemies swoop down from above to tackle fighters. However, they can't actually hit you if you're directly below them. Give it a try!
Roturret – Roturrets hang in the air and fire three shots from each of their two cannons. The last pair of shots has extra launching power.
Shotzo – Depending on the type, these indestructible cannons will either fire three shots in a fixed direction or one shot aimed at you.
Shy Guy – Red Shy Guys have more attack power than other Shy Guys. They tend to drop Attack stat boosts.
Skuttler Cannoneer – The color of the cannon shows which type it is. Blue = beam, green = bazooka, and red = missile. The colour of the cannon shows which type it is. Blue = beam, green = bazooka and red = missle.
Skuttler Mage – These one-eyed enemies use magic to lower your stats. They're tough, but that only means a greater bounty of stat boosts once you defeat them. These one-eyed enemies use magic to lower your stats. They're tough, but that only means a greater bounty of stat boosts when you beat one.
Sneaky Spirits – These rhythmic spooks pop up at regular intervals. Defeat one of these bonus enemies to get great rewards, like stat boosts for all stats.
Souflee – These cake-shaped enemies like to run away from the player. In typical bonus-enemy fashion, they drop excellent stat boosts if you catch them.
Spike Top – Hitting Spike Tops can flip them over. That's the only time projectiles can hurt them.
Spike Top – Projectiles have no effect on Spike Tops, and these shelled beasts don't flinch easily either. Give them a toss instead.
Starman – Reflect a PK Beam back at a Starman to defeat it in one satisfying hit. However, this trick won't work on a Starman summoned as an Assist Trophy.
Starman – Starmen are aliens that move by teleporting and unleash PK Beam attacks. These beams will briefly paralyze you if they hit, so watch out!
Tac – Tac will fire his hand at you to try and steal your stat boosts. If he gets them, defeat him before he runs away or they'll be gone for good! Tac will fire his hand at you to try and steal your stat boosts. If he gets them, defeat him before he runs away to get them back!
Tiki Buzz – Bounce off one of these for a big jump. It might even let you reach places you couldn't get to before!
Tiki Buzz – From time to time, one of these drumlike enemies will swoop down to attack you. Jump on its head midswoop to take it out in one hit.
Types of Shy Guys – Shy Guys come in four colors: red, blue, yellow, and green. They have different abilities and tend to drop different stat boosts.
Yellow Shy Guy – Yellow Shy Guys jump slightly higher than other Shy Guys. They tend to drop Jump boosts.
Zuree – These ghosts with big claws are impossible to hit before they take physical form. When they attack, that's your chance to strike back.
Amped Up! – For a short time, your Speed and Jump stats will be maxed out. This lets you reach all kinds of places—but be careful not to go too far!
Bonus Time – During this event, enemies will drop more stat boosts. This is a good chance to really raise those numbers!
Fast Learner – One stat will be easier to upgrade for a while. Stat boosts for it will appear more frequently, and it'll upgrade more quickly from play, too.
Fests – Loads of a single enemy will appear. The name of the fest tells you which one. A Souflee Fest is a chance to get tons of stat boosts!
Heavenly Light – A light engulfs the fighters, causing damage to nearby enemies. The effect is just like the Power of the same name.
Treasure Trove – This event unlocks a treasure trove full of...you guessed it...treasure! Check your map to see where it is.
Arms – Arms stat boosts will improve throwing moves and attacks using items. They also make healing items more effective.
Arms – One effect of Arms stat boosts is to increase your grabbing range. They also make you less likely to drop items when attacked.
Defense – Improving your Defense means you'll take less damage and your shield will be more durable. It'll also be easier to achieve a perfect shield.
Special – Some special moves won't just deal more damage—they'll also take less time to charge or have an expanded range.
Bonus Effects – You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger.
Breaking Your Fall – When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.
Catching Items – You can catch items thrown at you by pressing the attack button at just the right time.
Clinging to Walls – Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...
Crouch Walking – Some fighters can move while crouched if you input diagonally down to the left or right.
Custom Special Moves – Each of the custom special moves have different attributes. Choose carefully to create the perfect fighter for your play style!
Easy Final Smash – Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
Eating While Prone – Press the attack button while you're prone to eat a food item that's fallen nearby.
Equipment – Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
Footstool Jump – You can jump on an opponent's head and use them as a springboard. If they're airborne, they'll fall down, too.
Grab – You have to wait at least a second between letting go of an opponent and grabbing them again, so be patient!
Grabbing Edges – If you grab an edge that someone else is grabbing, you'll steal it from them. So much for first come, first served!
Hitstun Shuffling – Input in a direction while taking damage, and you'll shift slightly in that direction.
Interacting with Equipment – Using equipment that raises attack will lower defense at the same time. You know what they say—the best defense is a good offense!
Letting Go of Items / Dropping Items – Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
Low Jump – Press the jump button very briefly and you'll jump lower than usual, letting you use air attacks against ground-level foes.
Magnifying-Glass Damage – When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!
Meteor Smash – Launching an opponent straight downward is known as a Meteor Smash. Doing this when there isn't a platform below is a good one-hit KO method.
Mii Fighters' Physiques – The physique of the Mii your Mii Fighter was based on will affect it! A big Mii is stronger, while a smaller Mii is faster.
Perfect Shield – Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
Shield Break – While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
Shieldstun Shuffling – Angling to one side or the other while blocking with your shield will move it very slightly in that direction.
Shifting Your Shield – You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
Smash Throw – When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way.
Stale Moves – Using the same attack constantly will decrease its power. Add a little variety to your fighting, and spice up your game!
Strong Equipment – Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up.
Super Armor – This is a state where you won't flinch even while taking damage. Some specials will trigger this.
Throwing Items – Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
Turning and Grabbing – If you turn around while running and then grab, your grabbing range will be longer than usual.
Types of Equipment – Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type. Equipment can affect attack, defence and speed. You can equip more than one piece of the same type.
Wall Jumping – Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this. Some fighters can jump off walls. Input the opposite direction while touching a wall to do this.