Tips (スマちしき Suma Chishiki, "Sma(sh) Knowledge") are random hints that show up for the player to read during loading screen. They can also be seen in the Vault. Tips never repeat until all of them are displayed, and tips related to unlockables are only show after obtaining them. Tips were introduced in Super Smash Bros. for Nintendo 3DS and Wii U, in the 3DS version only one column is shown, and they are about Attacks, Items, Stages, Equipment, Game Modes, Smash Run, and others, while in the Wii U version, there are even more than that, as they also include descriptions of original games, and three columns are shown as opposed to just one.
List of Tips
Fighters
Mario: Up Smash Attack |
Mario's head is invulnerable while performing this powerful headbutt. It's useful against opponents moving in to attack from above. |
Mario: Front Air Attack |
This attack's quite slow, but Mario swings his fist down hard enough for a meteor smash as the attack begins. |
Mario: F.L.U.D.D. |
Blasts opponents with water, which doesn't inflict damage, but will push them away. Use it on foes who are trying to get back to the stage!
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Luigi: Down Taunt |
If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying! |
Luigi: Green Missile |
Charge this up too long and Luigi will get worn out and give up. Let him get his breath back, then try again. |
Luigi: Green Missile |
The move has a 1 in 10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases... |
Luigi: Green Missile |
This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful! |
Peach: Side Smash Attack |
The end of the tennis racket is best for launching, the golf club reaches farthest, and the frying pan hits hardest. |
Peach: Side Smash Attack |
Peach takes out a tennis racket, a golf club, then a frying pan. They each have different effects, so remember the order and take advantage! |
Peach: Gliding |
Hold the jump button to float through the air. While you're floating, feel free to keep attacking! |
Peach: Low Gliding |
Jump while crouching to float just above the ground. This lets you trigger air attacks quickly for a broader attack range. |
Peach: Vegetable |
The expressions on the vegetables' faces are random. The wrinkled-looking ones deal the most damage. |
Peach: Peach Parasol |
While using this move, you can close the umbrella with ↓ to fall faster, then open it again with ↑. |
Bowser: Standing Tough |
Bowser's a real tough guy, When he's only lightly damaged, weaker attacks won't make him flinch. |
Bowser: Whirling Fortress |
Press the button repeatedly after using this in mid-air and you'll climb up a little bit higher.
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Yoshi: Yoshi Bomb |
The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
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Rosalina & Luma: Controlling Luma |
You can attack with Luma even when Rosalina can't move. With some careful timing, this can get you out of scrapes. |
Rosalina & Luma: Luma Shot |
This sends Luma hurtling forwards, with a high chance of launching opponents. Charge up this move to send Luma flying farther. |
Donkey Kong: Spinning Kong |
When you use this move in the air, it will only lift you slightly, but you can use it to travel a long way to the side. |
Diddy Kong: Banana Peel |
You can't whip out another Banana Peel if one of yours is still in play, but each one will vanish after being picked up and thrown twice. |
Diddy Kong: Banana Peel |
In this move, Diddy throws a banana peel behind him. Foes who step on it can...have a nice trip? |
Diddy Kong: Monkey Flip |
After grabbing onto an opponent with this move, press the attack button to launch them sideways, or input ↑ to jump off their head! |
Link: Side Smash Attack |
Press the button again to attack a second time. The second attack has more launching power. |
Zelda: Din's Fire |
The blast of magic explodes when you release the button. Hold it longer to get more range and a stronger explosion. |
Zelda: Phantom Slash |
The Phantom can absorb damage from attacks, but once it's destroyed, Zelda can't summon another one for a while.
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Samus: Missile |
Usually fires a Missile that slowly homes in on opponents. Perform the special like a smash attack to fire a Super Missile, which flies straight. |
Samus: Bomb |
Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height. |
Samus: Charge Shot |
This is devastating when fully charged. You can't charge it in mid-air, but you can unleash it instantly. |
Zero Suit Samus: Down Air Attack |
This move sends Zero Suit Samus diagonally downwards while attacking. When she lands, the impact damages enemies around her. |
Zero Suit Samus: Plasma Whip |
This move swings a whip-like stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away. |
Zero Suit Samus: Flip Jump |
Bury an opponent who's on the ground by stepping on them with this move, or step on a foe in mid-air for a meteor effect. |
Pit: Power of Flight |
Pit's wings glow, then send him flying a long way in whichever direction you choose, making it excellent for recovery. |
Pit: Guardian Orbitars |
These block enemy attacks and reflect projectiles. They also push back foes who touch them! |
Pit: Palutena Bow |
Aim up before firing to shoot the arrow straight up into the air. Also, you can guide the arrow while it's in the air. |
Pit: Upperdash Arm |
A dash forwards, followed by an uppercut. While Pit is dashing, the Uppercut Arm deflects projectiles! |
Palutena: Warp |
Use this move to warp a short distance away. You can choose which direction you warp in. |
Palutena: Jump Glide |
After leaping upwards, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air. |
Palutena: Celestial Firework |
This move shoots a firework upward to attack. As well as the obvious anti-air applications, it can also be used to hit downed opponents. |
Palutena: Explosive Flame |
This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity, then sends them flying. |
Palutena: Heavenly Light |
Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its zone of effect. |
Palutena: 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. |
Palutena: Counter |
This move raises Palutena's shield, making her ready to counter an attack. The counter-attack itself covers a wider range than it might appear. |
Palutena: 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. |
Palutena: Angelic Missile |
Palutena fires herself forward like a spinning torpedo. This move travels a long way, so be careful not to shoot yourself right off a cliff! |
Palutena: Super Speed |
Palutena charges forward at speed and sends anyone in her way flying. The further she travels, the more damage she deals on impact. |
Marth: Dancing Blade |
Aim towards your foe on the fourth swing for an attack that has much more launching power than the up or down versions. |
Marth: Dancing Blade |
Aim up on the fourth swing for a slice that will launch your opponents into the air and, with any luck, off the top of the screen! |
Marth: Dancing Blade |
Aim down on the fourth swing to trigger an extra series of attacks - a deadly combo if all the strikes hit. |
Marth: Counter |
The damage dealt depends on the attack it's countering. Countering a smash attack can even deliver a KO. |
Marth: Shield Breaker |
This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit. |
Ike: Standard Attack |
There are three levels of attack: a punch, a kick and a sword swing. All pretty handy, since they're quicker than Ike's other moves! |
Robin: Thunder |
It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used. |
Robin: Elthunder |
Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder, and travels further, but it's not quite as fast. |
Robin: Arcthunder |
When you see a red glow, Thunder is charged into Arcthunder! When it connects, a current appears that has high launching power. |
Robin: Thoron |
When casting Thoron, you can hold down the button to lengthen the beam. |
Robin: Thoron |
When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once. |
Kirby: Taunt |
Taunt to discard your current copy ability. Try to find the most opportune moment to switch up your abilities! |
Kirby: Jump |
When Kirby's in the air, he can jump five more times. However far he's launched, he can normally get back! |
Kirby: Final Cutter |
Kirby slices up into the air, then slices straight down again. The shockwave that appears when you land can also damage your opponents. |
Kirby: Hammer |
When fully charged, this move turns into the powerful Hammer Flip. However, charging it any further causes damage to Kirby. |
Kirby: Inhale |
In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will damage you instead! |
Kirby: Stone |
Kirby can take on many different forms when he uses this move, but the effect is always the same. |
King Dedede: Gordo Throw |
Choosing up, middle or down just after starting this move will hit the Gordo in one of three ways and change how it bounces. |
King Dedede: Jet Hammer |
You can keep this move charged up by holding down the button, but don't overdo it, because it slowly damages Dedede himself. |
King Dedede: Inhale |
Dedede is already perfect, so his inhale won't copy abilities. Instead, it has a longer range than Kirby's. |
King Dedede: Super Dedede Jump |
After leaping up high, you crash down to attack. You can cancel this move partway through with ↑. |
Meta Knight: Strong Side Attack |
Keep pressing the button when you use Meta Knight's strong side attack - the third strike will send foes flying! |
Meta Knight: Mach Tornado |
The tornado created around Meta Knight can destroy any weak projectiles it hits. |
Meta Knight: Dimensional Cape |
Meta Knight wraps himself in his cape and disappears. Keep holding the button, and he'll strike when he's back! |
Little Mac: Side Smash Attack |
If you aim up while performing Little Mac's side smash, it changes into an uppercut that sends enemies flying high. |
Little Mac: Jolt Haymaker |
You get a window of invincibility if you start this move on the ground, but not in the air, so be careful! |
Fox: Blaster |
The blasts are speedy and go a long way, but they won't make foes flinch, so use this move at a distance. |
Pikachu: Thunder |
The bolt of lightning has a meteor effect. Use it after throwing a foe upwards for a powerful combo. |
Charizard: Flare Blitz |
This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too. |
Charizard: Flare Blitz |
There's a big explosion when Charizard hits a fighter or certain obstacles. This can hit other fighters nearby, too! |
Charizard: Rock Smash |
The rock fragments fly in random directions. Get up close to your target to deal as many blows as you can! |
Lucario: Aura |
Lucario gets extra attack and launch power as it takes damage. You can tell by the Aura coming from its hands! |
Lucario: Force Palm |
The Aura blast deals more damage and covers more range if Lucario's Aura is stronger. |
Lucario: Aura Sphere |
The Aura Sphere can hurt other fighters even while Lucario's still holding it. The stronger Lucario's Aura is, the bigger the sphere will be. |
Lucario: Extreme Speed |
Before Lucario rushes off, enter the direction you want to go. The distance depends on Lucario's Aura. |
Greninja: Substitute |
This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack! |
Greninja: Hydro Pump |
Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with a second burst. |
Captain Falcon: Falcon Dive |
A leaping grab that sends the opponent flying with explosive force. If it connects, you can use the same attack again without landing. |
Captain Falcon: Falcon Punch |
Hold down the attack button and quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns. |
Villager: Balloon Trip |
The balloons will pop if attacked. Your flight power is reduced with one popped, and you'll fall if both are popped. |
Villager: Timber |
A three-stage move: planting a seed, watering it, then chopping down the tree. Don't use the first stage in the air - it'll fail and leave you wide open. |
Villager: Timber |
The axe is surprisingly powerful! You can also swing it at other fighters while the tree's standing, so carefully plan when to chop down the tree! |
Villager: Lloid Rocket |
Hold the button when using this move to ride on the Lloid Rocket. |
Olimar: Pikmin Pluck |
You can have up to three Pikmin following you at once. Any further plucking is, sadly, in vain. |
Olimar: Pikmin Pluck |
Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple. |
Olimar: Yellow Pikmin |
The Yellow Pikmin has a larger attack range but doesn't deal a large amount of damage. Electric attacks won't hurt it. |
Olimar: Pikmin Throw |
Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, just deal one heavy blow and then bounce off. |
Olimar: Pikmin Throw |
The less damage an opponent has accumulated, the longer the Pikmin can hang on to it. |
Olimar: Lead Pikmin |
Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it. |
Olimar: Pikmin Order |
Olimar's whistle calls back his scattered Pikmin. Even ones that are dilly-dallying will be back in a flash. |
Duck Hunt Duo: Trick Shooting |
This move kicks an exploding can towards your enemies. Press the button while it's in the air to fire shots and lead it towards its target.
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Wii Fit Trainer: Deep Breathing |
Press the button again just as the outer circle meets the red inner circle, and you'll boost your attack power and launching power for a while. |
Wii Fit Trainer: Deep Breathing |
Deep Breathing can reduce stress. Oh, and it also increases your attack and launch power and heals a small amount of damage. |
Shulk: Monado Arts |
Shulk switches between five modes - Jump, Speed, Shield, Buster and Smash - that change his abilities for a short time. |
Shulk: Monado Arts |
Jump mode increases your jumping ability. You'll be able to move more quickly in the air, but you'll also take more damage from attacks. |
Shulk: Monado Arts |
In Buster mode, you deal more damage than usual, but you can't launch opponents as far, and you receive more damage as well. |
Shulk: Monado Arts |
In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself as well. |
Shulk: Monado Arts |
In Shield mode, the power of your shield is boosted, but you can't move as fast, jump as high, or deal as much damage. |
Shulk: Monado Arts |
In Speed mode, you can move faster, but you deal less damage and can't jump as high. |
Mega Man: Side Smash Attack |
Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it! |
Mega Man: Up Air Attack |
Mega Man fires a little tornado upwards. If it catches an opponent, it'll push them up too. |
Mega Man: Metal Blade |
If the Metal Blade gets stuck in a wall or floor, other fighters can pick it up and use it too. |
Mega Man: Leaf Shield |
Grab someone while the Leaf Shield's up and you can do a combo attack: a throw, plus the damage from the leaves. |
Mega Man: Crash Bomber |
The bomb sticks to walls and floors. It also sticks to fighters...who can then rub it off onto other fighters! |
Mega Man: Rush Coil |
When you summon Rush to help you reach greater heights, other fighters can jump on him too! |
Sonic: Spin Charge |
Jump while spinning forwards and you'll keep spinning in the air. You can hit opponents like that or use other attacks.
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Mii Brawler: Helicopter Kick |
When performing this move, you can adjust the direction of your kick with ← and →. |
Mii Brawler: Foot Flurry |
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. |
Mii Brawler: Piston Punch |
This series of upward punches doesn't climb up too far. It's a powerful attack, but not so great for recovery. |
Mii Brawler: Burning Drop Kick |
This move combines a big forward leap with a drop kick, and it's on fire to boot! Charge it up for some serious power, distance and speed. |
Mii Brawler: 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 mid-air! |
Mii Sword Fighter: Shining Shuriken |
The further the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch. |
Mii Sword Fighter: Surging Slash |
A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it for, the further it will travel. |
Mii Sword Fighter: Blade Counter |
This move counters an enemy attack. If it hits, it has slightly more launching power than a regular attack. |
Mii Sword Fighter: Chakram |
Throws a ring-shaped projectile. If it hits the stage, it'll stick into it. You can adjust the angle of the throw with ↑ and ↓. |
Mii Sword Fighter: 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. |
Mii Sword Fighter: Hero's Spin |
A spinning sword slice that attacks enemies on both sides. When used in mid-air it makes you rise upwards, so you can use it for recovery. |
Mii Sword Fighter: 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. |
Mii Gunner: 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 it further. |
Mii Gunner: Absorbing Vortex |
A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies backwards a little. |
Mii Gunner: Charge Blast |
This move's super powerful when fully charged. Use it in mid-air and it'll fire straight away without charging. |
Mii Gunner: Echo Reflector |
This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before, as well. |
Mii Gunner: Lunar Launch |
The Mii fires straight down, using the recoil to gain height. If the shot happens to connect with an opponent trying to recover, so much the better! |
Items
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 its way back, it'll deal more damage next time you throw it. |
Daybreak |
After completing Daybreak, press the attack button to fire a beam. Sudden impacts before firing it will KO you, 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 |
The weapon is made up of five connected balls of fire. As you attack with it, the number of fireballs goes down. |
Fire Bar |
The Fire Bar has an impressive range for a melee weapon. The fireballs at the base do the most damage, however. |
Golden Hammer |
In rare cases this will turn into a Squeaky Hammer. It'll only deliver an aural assault - no actual damage! |
Hocolate Bomb |
The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune. |
Lip's Stick |
The more damage you deal by attacking someone with a Lip's Stick, the better the life- sapping flower on the victim's head will grow. |
Master Ball |
A purple ball with an M on it. Unlike a regular Poké Ball, you can expect to see a Mythical or Legendary Pokémon come out of it. |
Screw Attack |
You can deliver air attacks while using the Screw Attack. This can lead to powerful combos. |
Sandbag |
Sandbag takes damage just like a fighter. The more he takes, the easier he is to launch. |
Boss Galaga |
Defeat the Boss Galaga by attacking it. You can tell it's getting weaker when it turns blue. |
Assist Trophy: Hammer Bro |
The Hammer Bro won't move from side to side, so as long as you stay out of range, you'll be safe. |
Assist Trophy: Lakitu |
The Spiny Eggs that Lakitu drops have a meteor effect. They're perfect for stages with small platforms! |
Assist Trophy: Chain Chomp |
Despite being chained up, Chain Chomps can move quite far. Just touching them doesn't hurt you as much as being chomped by them does. |
Assist Trophy: Chain Chomp |
If a Chain Chomp falls off the stage, it'll just jump straight back up! |
Assist Trophy: Chain Chomp |
If one of these is chained to a breakable platform, it'll fall off the stage when the platform breaks. |
Assist Trophy: Waluigi |
Luigi's purple-hatted rival. He only ever jumps directly upwards, so jump diagonally to avoid him. |
Assist Trophy: Nightmare |
When nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage. |
Assist Trophy: Knuckle Joe |
This bandana-wearing brawler attacks quickly and repeatedly before unleashing either Smash Punch or Rising Break, both powerful attacks. |
Assist Trophy: Skull Kid |
The chaos Skull Kid unleashes on the battlefield affects all fighters. That includes the one who summoned him, so watch out! |
Assist Trophy: Skull Kid |
Skull Kid has three types of effect on the battle. He can reverse all directional controls, make all fighters invisible, or flip the screen upside down. |
Assist Trophy: Midna |
Midna will change her hair into the shape of a hand and use it to throw opponents. Like any other grab, it can't be blocked with a shield. |
Assist Trophy: Midna |
If there aren't any fighters nearby, she'll teleport to chase after somebody. If she's launched off- screen, she'll just teleport back onto stage. |
Assist Trophy: Ghirahim |
Grihahim wields swords and knives in a variety of acrobatic moves. He can't be defeated - he'll even teleport right back if you launch him away. |
Assist Trophy: Tingle |
A little man with a bright red nose, wearing an...unsettling outfit. When he appears on the stage, one of five different things will happen... |
Assist Trophy: Tingle |
Tingle will sometimes bring down a hailstorm of hammers - and who knows, sometimes they might even be Golden Hammers... |
Assist Trophy: Tingle |
Sometimes Tingle will appear with a big balloon on his back and just...float away. That's all. Nothing else. |
Assist Trophy: Tingle |
Tingle might end up bursting into flames. When he does, every fighter will feel like they just swallowed a Superspicy Curry... |
Assist Trophy: Dark Samus |
You can defeat Dark Samus if you inflict enough damage on her. Just don't get too close, or she'll attack with Phazon energy. |
Assist Trophy: Dark Samus |
This energy-based life form looks a lot like Samus. It shoots rapid-fire rounds and homing missiles at fighters. |
Assist Trophy: Mother Brain |
Attack Mother Brain to defeat her! Your best chance to attack is after she fires her lasers, when the glass around her has shattered. |
Assist Trophy: Mother Brain |
You can try hiding behind Mother Brain to shield yourself from enemy attacks! |
Assist Trophy: Mother Brain |
Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy- based, so they can be absorbed or reflected. |
Assist Trophy: Lyn |
Lyn is a swordfighter specialising in Quick Draw. She'll draw her sword when she appears and attack the closest fighter to her. |
Assist Trophy: Lyn |
When Lyn crouches, it means she's preparing to attack. Take that cue to get out of her way. |
Assist Trophy: Phosphora |
Phosphora can't be defeated, but you can make her flinch by attacking her. You can also reflect or absorb her energy-based attacks. |
Assist Trophy: Phosphora |
Phosphora flies around the stage firing electric projectiles. She often teleports when she moves around, and dodges attacks that way too. |
Assist Trophy: Isabelle |
She'll try to throw fruit over to the fighter she's supporting, but other fighters can move in and grab it! |
Assist Trophy: Isabelle |
Isabelle will help out her fighter by throwing them fruit. You don't have to grab it - you just have to touch it to recover damage. |
Assist Trophy: Devil |
The stage will move in the direction the Devil points. This will bring the edge of the screen closer - careful you don't go off-screen! |
Assist Trophy: Color TV-Game 15 |
Paddles on either side of the screen will bat the ball back and forth. Touching either ball or paddle will do damage and launch the fighter. |
Assist Trophy: Dr Kawashima |
Numbers will fly in from off-screen. Attack them to make them change direction. |
Assist Trophy: Saki Amamiya |
Depending on how far away his target is, Saki will either shoot or slash at them. The short- range attack is particularly powerful. |
Assist Trophy: Sheriff |
The sheriff's a fast shot, deals a lot of damage and is likely to launch his targets. You can reflect his shots, but you can't absorb them. |
Assist Trophy: Ghosts |
Blinky, Inky, Pinky and Clyde will all appear on the stage! They each have their own movement patterns and will hurt opponents who touch them. |
Assist Trophy: Ghosts |
Blinky will take the shortest route possible to reach his target. Inky comes in from the opposite side and moves much more randomly. |
Assist Trophy: Ghosts |
Pinky will try to catch her target out by getting in front and ambushing them. Clyde doesn't have a target - he just does whatever he likes. |
Assist Trophy: Elec Man |
Elec Man moves around the stage quickly when summoned, firing off the Thunder Beam. Anyone hit by the beam will be stunned. |
Assist Trophy: Elec Man |
Elec Man can't be defeated just by attacking him - that only makes him flinch. You'll have to launch him off-screen to get rid of him. |
Pokémon: Metagross |
Metagross only has to touch you to bury you in the stage. Once it's done that, it will use Earthquake, so make sure to escape quickly! |
Pokémon: Deoxys |
Hyper Beam pulls fighters in closer to Deoxys. Try launching opponents towards it! |
Pokémon: Inkay |
Inkay's Topsy-Turvy move knocks over nearby fighters. It doesn't work on anybody in the air, through, so try jumping! |
Pokémon: Gardevoir |
Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. |
Pokémon: Victini |
Victini can use Victory Star to power up whichever fighter summoned it. It powers up teammates in Team Battles as well. |
Pokémon: Bellossom |
Getting close to it will put you right to sleep! The more damage you've taken, the longer your impromptu nap. |
Pokémon: Snorlax |
Snorlax grows as it rises into the air. If the timing's right, you can get every other fighter in one fell swoop! |
Pokémon: Eevee |
Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused. |
Pokémon: Kyogre |
Hydro Pump pushes fighters right off the stage. If you're caught in the current, it's very difficult to escape. |
Pokémon: Entei |
Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you're trapped in the fiery pillar, it'll do huge damage. |
Pokémon: Giratina |
Giratina launches a huge blast of wind that catches fighters and does continued damage. Try to escape before it pushes you off-screen! |
Pokémon: Xerneas |
When Xerneas is on the stage, everybody's launching power goes right up, making it much easier to launch opponents with low damage. |
Pokémon: Moltres |
Moltres will appear on the stage and slowly rise into the air. Even touching it will launch a fighter. |
Pokémon: Suicune |
Suicune can freeze fighters with its Aurora Beam attack or just by touching them when it first appears on the stage. |
Pokémon: Chespin |
Seed Bomb causes a series of explosions surrounding Chespin. Stay away to avoid taking major damage. |
Pokémon: Keldeo |
When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide- range slash attack with its extended horn. |
Pokémon: Fennekin |
Incinerate creates a fire pillar reaching out in front of Fennekin. If it connects, it'll do repeated damage to fighters. |
Pokémon: Meloetta |
Meloetta's song echoes off walls and platforms. In small, enclosed spaces, it can be very difficult to dodge. |
Pokémon: Genesect |
Both Genesect's laser and its Techno Blast can penetrate walls, so all you can do is stay out of its line of sight. |
Pokémon: Lugia |
Lugia will launch Aeroblast from behind the stage. This has a wide range and you can't block it, so your only hope is to get out the way... |
Pokémon: Electrode |
Right before an Electrode explodes, its body flashes red. Take that as your cue to grab it and throw it far away from you! |
Pokémon: Oshawott |
Surf sweeps up anybody in its path - try adjusting your aim to catch fighters who try to dodge! |
Pokémon: Zoroark |
Its Fury Swipes attack smacks its victim down hard. If it gets a hold of its target again as it hits the ground, it can use a follow-up attack. |
Pokémon: Gogoat |
Gogoat will let you ride on its back. Charge down opponents to deal damage! |
Pokémon: Snivy |
Razor Leaf is a short-range attack, but if Snivy catches an enemy in it once, it's much easier to hit them again and again. |
Pokémon: Kyurem |
Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time. |
Pokémon: Staryu |
Staryu picks a target, moves in close and fires stars at high speed. Make sure to use a move that absorbs projectiles! |
Pokémon: Goldeen |
No matter how enthusiastically it splashes, nothing ever happens. Not even on those rare instances you find it in a Master Ball. |
Pokémon: Mew |
Mew is so rare you'll be lucky to see one at all - but when you do, it'll drop rare items such as custom parts. |
Pokémon: Giratina |
Giratina launches a huge blast of wind that catches fighters and does continued damage. Try to escape before it pushes you off-screen! |
Pokémon: Swirlix |
Swirlix slows down movement for all other fighters near it. If you summoned it, you won't feel the effects, so use this to your advantage! |
Stages
3D Land: Shrinking and Growing Pipes |
When shrinking and growing pipes are involved, it's easy to mess up your jump timing. Careful not to fall! |
3D Land: Donut Blocks |
Tasty as they sound, you can't eat Donut Blocks. You can stand on them, but they'll buckle before long! |
3D Land: Note Blocks |
Jumping on a Note Block will bounce you high into the air! |
3D Land: Rotating Platforms |
Don't stay on the rotating platforms too long or you'll slip off! And then where will you be? |
3D Land: Lifts on Rails |
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: Flip Panels |
The Flip Panels at the beginning of the stage will gradually flip to create more places for you to stand. |
3D Land: ? Blocks |
The ? Blocks give you items! There's a slightly higher chance of getting a Super Leaf than anything else. |
3D Land: Blocks |
You can smash the Blocks that appear at the beginning by hitting them from below. |
Find Mii |
The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed on the bottom screen. |
Golden Plains |
Collect 100 coins and you'll turn to gold! You'll get stronger all round and won't flinch at all. |
Golden Plains |
The platforms that balance like scales will fall if you just stand on one side, but with fighters on both sides you can balance the weight. |
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! |
Rainbow Road |
The ground rotates when you're in the tunnel, so don't stand in one spot too long or you'll end up going off-screen! |
Rainbow Road |
Sometimes Shy Guys drive by in karts. There is plenty of warning before the Shy Guys cruise by. |
Paper Mario |
Watch out for the giant fan in the part of the stage that's on land. You're more likely to get launched off to the right while it's blowing! |
Paper Mario |
In the portion of the stage that's in the sky, Bowser's face will randomly spin. When the eyes turn red, that's the sign to run! |
Jungle Japes |
The river below the stage flows very quickly, so it's hard to recover if you fall in. Try to knock foes into it! |
Gerudo Valley |
Sometimes the wooden bridge will break if you stand on it or attack it, but to be honest, it'll break on its own anyway. |
Spirit Train |
The train runs full steam ahead to the left. If you fall onto the tracks, good luck getting back on! |
Spirit Train |
Sometimes the last carriage will be replaced by Lineback's shop, a coal car, a steel frame car, etc. |
Spirit Train |
Watch for the Dark Train, which burns with black smoke. Before exploding it'll jump up and land in a random place. Be warned! |
Spirit Train |
When Link or Toon Link is fighting, Alfonzo will drive the train instead. |
Yoshi's Island |
The Fly Guys that come down from the sky sometimes carry food. Attack them to make them drop the goods! |
Yoshi's Island |
Shy Guys sometimes appear from the sky, carrying yummy food. Attack them to make them drop their tasty snacks! |
Unova Pokémon League |
Sometimes Milotic, Whimsicott and Shaymin will appear on this stage. However, they won't affect the battle. |
Unova Pokémon League |
Zekrom, the Dragon/Electric-type Legendary Pokémon, charges in using Fusion Bolt, which breaks the stairs or leaves platforms askew. |
Arena Ferox |
The platforms appear in four patterns, switching periodically. Some of the platforms and statues are breakable. |
Distant Planet |
The Red Bulborb that appears on the right will open its mouth sometimes. When it does, try not to get eaten! You'll be KO'd! |
Distant Planet |
When it rains, water will run down the sloping hill on the left side of the stage. It's tough trying to fight in that swift flow! |
Distant Planet |
The Pellets that grow in the middle of the flowers have numbers on them. The ones with higher numbers hurt more when thrown. |
Distant Planet |
Occasionally you might see an Onion fly by. Hit it with Pellets to get items! |
Tortimer Island |
Gar, don't be dilly-dallyin' too long on Kapp'n's boat! When he pulls anchor, he'll sail ye right off o' the stage! (An' that be way too farrrrrr!) |
Tortimer Island |
The durians and coconuts won't heal you, but they do explode sometimes when you throw them. |
Tortimer Island |
The trees can drop beehives. Attack one of those without thinking and you'll be swarmed by bees! Ouch! |
Boxing Ring |
Bounce on the ropes at the sides to do a big jump. This way, even fighters who don't have epic jumping skills can get up onto the lights. |
Boxing Ring |
Try climbing up onto the lights, then attacking them until they fall to send opponents below flying. |
Living Room |
The falling blocks can hurt you. Avoid getting hit by looking out for their shadows. |
Living Room |
Five different breeds of puppies will appear at random in the background. Sometimes kittens will appear, too! |
Tomodachi Life |
The apartments and the Mii characters living in them will change every time you play. You might even see your friends! |
PictoChat 2 |
The stage changes along with the drawing in the background. Try to revise your tactics accordingly! |
Green Hill Zone |
Posts topped with a blue ball are called Point Markers. The balls will swing if attacked and damage whoever they hit. |
Wily Castle |
The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters! |
Smash Run
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. |
Cannonball Effect |
When you defeat an enemy, it will fly off like a cannonball and deal damage to other enemies it hits. |
Challenge Doors |
Behind the special doors lie all kinds of challenges. Complete them to get yourself some 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! |
Star Boosts |
Just running around and attacking will boost your stats little by little. |
Star Boost Booster |
These items will double the effectiveness of stat boosts for a short time. Your stats will grow twice as fast while moving around, too! |
Stat Boosts: All |
The star-shaped stat boosts improve all six stats. They're hard to find, but chests and powerful enemies sometimes hold them. |
Stat Boosts: Arms |
One effect of Arms stat boosts is to increase your grabbing range. They also make you less likely to drop items when attacked. |
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 yourself stay in the game! |
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. |
Area Lockdown |
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. Manage that in the time limit to get an extra-specially large stat boost. |
Challenges: Defeat them all! |
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! |
Challenges: Crystal Smash! |
When you're attacking crystals, sometimes large cracks will appear. Aim your attacks at these to destroy the crystals more efficiently. |
Challenges: Crystal Smash! |
Break all crystals in the time allotted. Breaking them gets you stat boosts! |
Events: 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! |
Events: Treasure Trove |
This event unlocks a treasure trove full of...you guessed it...treasure! Check your map to see where it is. |
Events: 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 as you move, too. |
Rare Items |
Looking for cool stuff like trophies and custom parts? Try defeating bonus enemies and opening treasure chests. |
Smash Run: Outer Edges |
There are a lot of challenge doors and treasure chests around the edges of the labyrinth - but lots of strong enemies, too. |
Powerful Enemies |
Strong enemies, like Reapers, drop lots of items. These can include rare rewards. |
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. |
Enemies: Glire |
A fiery enemy that's weak to ice. It attacks slowly but deals a lot of damage. |
Enemies: Glice |
An icy enemy that's weak to fire. Its attack range is small, but you'll freeze if it hits you. |
Enemies: Glunder |
An electrical enemy with no particular weakness but fairly low health. Its attacks are wide-ranging but deal low damage. |
Enemies: Poppant |
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! |
Enemies: Roturret |
Roturrets hang in the air and fire three shots each from their two cannons. The last pair of shots has extra launching power. |
Enemies: Generator |
Once a Generator has finished spawning enemies, it will disappear. Defeat it before it finishes to get a big bounty of items. |
Enemies: Goomba |
The classic Mario enemy. Punches and kicks will work, but jumping on it delivers a one-hit KO. |
Enemies: 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! |
Enemies: Bullet Bill |
These bullets with angry eyes and angry fists will either fly in a straight line or chase after fighters. |
Enemies: 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. |
Enemies: 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 more items. |
Enemies: Chain Chomp |
You can't defeat a Chain Chomp - just the post it's chained to. Then it'll run off, leaving an item. |
Enemies: Flame Chomp |
Don't touch the Flame Chomp's fireballs! That includes the ones it sends towards you and the ones still part of its tail. |
Enemies: Flame Chomp |
When a Flame Chomp's tail is gone, its eyes will droop and it will flash. It will explode a short while later if you don't defeat it quickly! |
Enemies: Kamek |
Kamek flies around and teleports, making an air battle all but inevitable. Try to knock him down to earth with a strong attack. |
Enemies: Shy Guy |
Red Shy Guys have more attack power than other Shy Guys. They tend to drop Attack stat boosts. |
Enemies: Yellow Shy Guy |
Yellow Shy Guys jump slightly higher than other Shy Guys. They tend to drop Jump stat boosts. |
Enemies: Green Shy Guy |
Green Shy Guys move slightly faster than other Shy Guys. They tend to drop Speed stat boosts. |
Enemies: Fly Guy |
A type of Shy Guy that flies around, dangling items. Sometimes they even carry custom parts! |
Enemies: Spike Top |
Projectiles aren't going to work on Spike Tops. Try throwing them instead. |
Enemies: Kritter |
Green Kritters will try to bite you, while blue Kritters will use their claws in a spinning jump attack. |
Enemies: Tiki Buzz |
From time to time, one of these drum-like enemies will swoop down to attack you. Jump on its head mid-swoop to take it out in one hit. |
Enemies: Tiki Buzz |
Bounce off one of these for a big jump. It might even let you reach places you couldn't get to before! |
Enemies: Bubble |
These flying skulls with wings come in two varieties. Red flames indicate a fire element, while blue flames indicate ice. |
Enemies: Bubble |
Red Bubbles are weak to water and electricity, blue ones to fire. Attack accordingly to put out their fire and weaken them. |
Enemies: Cucco |
When a Cucco gets hurt - even by defeated enemies cannonballing towards it - it'll call upon its flock to strike back at you. |
Enemies: Octorok |
Octoroks will fire rocks at distant fighters. Deflecting an Octorok's own rock back at it is a one-hit KO! |
Enemies: Peahat Larva |
These weak enemies are thrown by Peahats. You can't even defeat them with moves that don't deal any damage, like Mario's F.L.U.D.D. |
Enemies: ReDead |
These shambling creatures made from magically animated clay will let out a hideous screech if you go near them, leaving you shaking. |
Enemies: ReDead |
Fighters on the ground will be left shaking if a ReDead's screech hits them, but fighters in the air won't be affected. |
Enemies: Geemer |
Geemers can crawl along the ground, the walls, even the ceiling! Thanks to their spikes, they'll also hurt any fighter who touches them. |
Enemies: Kihunter |
Kihunters won't spit acid at you if they're below you. Fighting them from above is a good strategy. |
Enemies: Metroid |
These alien creatures float around, then clamp down on you with their sharp fangs. Wriggle around to break free! |
Enemies: Reo |
These enemies swoop down to tackle fighters from above. However, if you're directly below them, they can't actually hit you. Give it a try! |
Enemies: Parasol Waddle Dee |
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. |
Enemies: 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. |
Enemies: Bonkers |
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. |
Enemies: Bronto Burt |
Bronto Burts fly around and try to hit you with their spin attack, which doesn't do much damage but has high launching power. |
Enemies: Gordo |
These spiky little balls are invincible, and just touching one will hurt you. |
Enemies: Plasma Wisp |
When these glowing foes have fully charged their attack up to its third level, they become immune to projectiles and direct attacks. |
Enemies: Shotzo |
Depending on the type, these indestructible cannons will either fire three shots in a fixed direction or fire one shot aimed at you. |
Enemies: 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 to get them back! |
Enemies: Koffing |
This Pokémon fills its body up with toxic gases like a balloon. If its Poison Gas move hits you, it'll lower your stats. |
Enemies: Koffing |
Get too close and you'll be sprayed with an extra-powerful Poison Gas that lowers your stats much more than usual. |
Enemies: Gastly |
This Ghost-type Pokémon is unaffected by punches and kicks. Use projectiles to defeat it. |
Enemies: Petilil |
This Grass-type Pokémon's Sleep Powder move will only affect fighters on the ground. |
Enemies: Cryogonal |
Sometimes Cryogonals will fire an Ice Beam that mows down what's around them. This takes longer to charge than the usual beam. |
Enemies: Clubberskull |
When a Clubberskull's on a rampage, it'll come after fighters relentlessly. It'll even jump over walls and other obstacles! |
Enemies: Clubberskull |
When a Clubberskull gets free, it'll swing its arms over a wide range, dealing a lot of damage if it hits. Attack from a safe distance. |
Enemies: Monoeye |
These enormous eyeballs fly around above you, occasionally targeting you with energy blasts. |
Enemies: Mimicutie |
Lures you in disguised as a treasure chest, then comes after you. Often drops Powers and other rarities. |
Enemies: Orne |
Ornes are dangerous foes. Just touching one will KO you instantly. When you hear that eerie music, get ready to run! |
Enemies: 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 when you beat one. |
Enemies: 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. |
Enemies: Reapette |
These Reaper minions can even move through walls. They'll disappear in one hit, so watch carefully and take them out. |
Enemies: Zuree |
These ghosts with big claws are impossible to hit before they take corporeal form. When they attack, that's your chance to strike back. |
Enemies: Souflee |
These cake-shaped enemies like to run away from the player. Being bonus enemies, they drop excellent stat boosts if you catch them. |
Enemies: Boom Stomper |
It'll be hard to beat a Boom Stomper just by hitting its body, which is made of solid rock. Aim for its weak point: the leaf on its head. |
Enemies: 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! |
Enemies: Flage |
This slimy green foe disappears and moves closer to you. Look for its shadow to see where it'll reappear next. |
Enemies: 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. |
Enemies: 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. |
Enemies: Lurchthorn |
These fish-like foes pull five cannons along behind them. Each cannon takes damage on its own, but defeating the head destroys them all. |
Enemies: Mahva |
These fish-like foes with six eyes can protect other enemies with their barriers. Break down the barrier first - then you can hit the Mahva. |
Enemies: 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. |
Enemies: 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. |
Enemies: Devil Car |
These cars try to drive right into you! If one hits you at high speed, it'll hurt. |
Enemies: 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. |
Enemies: 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. |
Enemies: Sneaky Spirit |
These rhythmic spooks pop up at regular intervals. Defeat one of these bonus enemies to get great rewards like All stat boosts! |
Enemies: Mettaur |
When a Mettaur's hiding under its helmet, attacking it won't help. However, you can still grab it and throw it. |
Enemies: Pooka |
These red little enemies with goggles will walk up to fighters and tackle them. |
Enemies: Pooka |
Each time a Pooka takes damage, it'll puff up like a balloon. When it finally pops, the blast will damage surrounding enemies. |
Enemies: Pooka |
Pookas can chase after you by burrowing through walls and the ground. While doing this, they're invincible and you can only see their goggles. |
Enemies: Bacura |
Bacuras are invincible spinning boards that can reflect projectiles. Touching one will launch you downwards. |
Game Modes
Items on Floating Platforms |
In Multi-Man Smash, items occasionally float by on a platform. These aren't random - the same items will appear at the same time in every match. |
Smash Run: Participants and Prizes |
The more people you play with in Smash Run, the more prizes you'll all receive at the end. |
Smash Run: Ranks and Prizes |
After the final fight, you'll find out your ranking. The higher you place, the more rare items you can get. |
Smash Run: Powers |
The number of Powers a fighter can equip depends on the fighter's weight - the heavier the fighter, the more they can manage. |
Other
Crouch Walking |
Some fighters can move while crouched if you input diagonally down to the left or right. |
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. |
Throwing Items |
To drop an item, press the grab button. If you input a direction at the same time, you'll throw the item in that direction. |
Catching Items |
You can catch items thrown at you by pressing the attack button at just the right time. |
Grabbing an Item While Airborne |
You can catch an item in mid-air by dodging or attacking at just the right time. |
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. |
Meteor Smash |
Launching an opponent straight downwards is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method. |
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. |
Grabbing |
You have to wait at least a second between letting go of an opponent and grabbing them again, so be patient! |
Turning and Grabbing |
If you turn around while running and then grab, your grabbing range will be longer than usual. |
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! |
Footstool Jump |
You can jump on an opponent's head and use it as a springboard. If they're airborne, you'll also push them down. |
Low Jump |
Press the jump button very briefly and you'll jump lower than usual, letting you use air attacks against ground-level foes. |
Wall Jumping |
|
Clinging to Walls |
Some fighters can temporarily stick to walls if you keep holding the direction of the wall. However, this won't work on every wall. |
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. |
Shifting Your Shield |
Gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield. |
Shield Break |
While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy. |
Perfect Shield |
Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding. |
Repetition Effect |
Using the same attack constantly will decrease its power. Add a little variety to your fighting and spice up your game! |
Magnifying Glass Damage |
When you move off-screen, you'll be shown in a magnifying glass. You'll gradually take damage while in this state, so be careful! |
Eating While Passed Out |
Press the attack button while you're passed out to eat a food item that's fallen nearby. |
Equipment |
Fighters can carry up to three pieces of equipment. Depending on the equipment combination, the fighter's characteristics and play style vary greatly. |
Bonus Effects |
You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger. |
Mii Fighters' Physiques |
Your Mii Fighter's abilities are affected by the original Mii it was based on. Bigger Fighters will be more powerful, while smaller Fighters will be faster. |
Custom Special Moves |
Each of the custom special moves have different attributes. Choose carefully to create the perfect fighter for your play style! |
Eating While Prone |
Press the attack button while you're prone to eat a food item that's fallen nearby. |