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Title: Super Smash Bros. Brawl
Description: you knew this was comming :D


blueboy - March 12, 2008 03:10 PM (GMT)
user posted image

for anyone who owns this game and would like to kave some matches via online/wi-fi, add your three-spaced brawl code here.

user posted image
brawl code: 1848-1364-3879

so far i'm only practicing on my samus game, but will branch off to others within the roster soon (for variety).

also if all goes well then we can schedule some matchups between ourselves. i won't get my hopes up on this, but here's hoping that any turnout will be better than the ill-fated doa:k clan scheduled matchups of past.

-blueboy-


janejana - March 28, 2008 12:22 AM (GMT)
i don't have a wii yet....might getting one for my birthday.

which is in may.

i did play a little brawl at Anime Boston last weekend, though. question: was Peach nerfed? it sure felt like it when i played, but i haven't played melee for over a year, and that was my first time playing brawl.

also Olimar was a blast to play, lol pikmin. ^^

blueboy - March 28, 2008 04:02 AM (GMT)
QUOTE (janejana @ Mar 27 2008, 04:22 PM)
question: was Peach nerfed? it sure felt like it when i played, but i haven't played melee for over a year, and that was my first time playing brawl.

also Olimar was a blast to play, lol pikmin. ^^

yes jane she's been nerfed. practically the entire returning roster's been nerfed in some way or another. zelda's an exception.....though sheik suffered the same fate.

samus........omg samus, what did nintendo do to you? a part of me died when playing as samus....both iterations. :no: :sadwalk:

olimar's quite a character and a good one at that....while grounded. when airborn, poor olimar gets crushed.

ChainedSniper - March 28, 2008 04:02 AM (GMT)
I have the game, but i dont have online, i hope to soon, espicalyl since my xbox is in the shop now. Fav char rigt now wolf, omg, used to like fox and falco, but this guy is just plain strong, and doesnt lose that my speed (also sonic's air attacks are STRONG)

l33t_ninja_thug - March 29, 2008 12:22 AM (GMT)
maybe i can play you on my friend's wii... i use kirby and pit.


QUOTE (blueboy @ Mar 27 2008, 08:02 PM)
zelda's an exception.....though sheik suffered the same fate.

yea, its nagging at me that i am kinda good with zelda (which is wierd) becuase i never used her in the previous games. and shiek just felt off

blueboy - March 29, 2008 03:32 PM (GMT)
QUOTE (l33t_ninja_thug @ Mar 28 2008, 04:22 PM)
yea, its nagging at me that i am kinda good with zelda (which is wierd) becuase i never used her in the previous games. and shiek just felt off

with my playstyle, zelda's my best character. i've only played against a handfull of others online and a few friends offline, but ppl can't stand her in my hands.

i'll see how well i hold up in this upcomming online tourney in april. i get punished too badly as samus (cause she's slow and has been nerfed in att. power) and zero samus lacks in strength, a full 360 sweep (for back attackers :ranting: ) and in being very light.

zero's only two positives are her stun and air game, which is superior if used effectively.

i used zelda predominately in melee also. yes sheik was way better but i dislike "speed-types" and zelda just had more power behind her magic.

xoKasumiLoverxo - March 30, 2008 03:41 AM (GMT)
I :heart: this game, and I am okay with Zelda, but my best people are probably the Ice Climbers.

blueboy - April 9, 2008 06:04 PM (GMT)
alrighty, here's my first entry to this thread (hopefully this will work victor).

user posted image user posted image
Zelda, The Queen of Hyrule

i'm certain most of us know how to play smash, so i'll keep this as mimimal as necessary.

legend:
up = :up:
down = :down:
foward = :right: (assuming your playing on the left side)
tilt = :right: held while/before attacking

introduction:
i was introduced to zelda from melee and began using her solely for team matchups. over time i grew fond of her enough to warrant her as my secondary (with samus being my primary). i could hold my own but when times called for guraranteed wins, sheik was the obvious way to go........but i declined as i'm no longer good with speed-type characters. my win/loss ratio was about as average as it could get.

however this iteration of zelda is far superior to what she was before, and with my playstyle she's not only my new primary but also a monster in my capable hands :D

below is a breakdown of her abilities and attacks (from my angle of play).

specials (signature abilities)

din's fire: (foward + special)
shoots a fireball at opponents. this attack increases in both damage and blast radius the longer it travels (to a specified distance). attack is "spammable" in specified situations and can be done while airborne.

naryu's love: (special button)
generates a shield used for both offence(attack) and defense(reflection). this attack is also "spammable" when in a jam and can be used while airborne.

farore's wind: (up + special)
allows for teleportation to anywhere onscreen or offscreen. this technique also deals damage during and after the teleportation. ability is "spammmable" when in specified situations and can be used while airborne for quick stage recovery.

attacks (these aren't official names, i just gave them names for identity purposes)

palm thrust: (foward while running + attack)
zelda connects with a thrust attack imbued with magic. able to combo at low percentages or when opponents lay idle (either standing or lying down).

palm strike: (foward + attack)
generates magic within her palm and discharges it at opponents. when charged this attack deals more damage and can break "bubble shields" (if shield is at a lower/smaller percentage of defense) when enough damage is inflicted upon.

sweep: (down + attack)
zelda's sweep attack. able to deal damage x2 if opponent is directly in front of you. at high percentages this attack causes opponents to "skid" in either direction with little chance of recovery inbetween (the higher the dmg. percentage, the less chance one has to recover from). also a "spammable" move when "spacing" becomes a necessity.

magical hand: (up tilt + attack)
an attack that covers zelda within a 180 degree arc radius; from front to back. both a strong and ideal move for "migit/shortie-type" opponents. also good as an airial counterattack (when timed correctly)

magic palm wave: (up + attack)
generates magic within zelda's palm as a upward attack. attack deals more damage when charged and can KO opponents depending on how "low" the ceiling is on a stage. an ideal attack/counterattack for offensive types including "normal" and "big/heavy" height/type characters (not good for shorties). works on all airial attacker when timed accurately.

magic strike: (foward tilt + attack)
allows zelda to attack with a "slap-like" attack imbued with magic. sends opponents behind her when it connects. at low percentage allows her to combo with an additional attack/s, while at high percentage can deliver a KO almost indefinately (stage dependant). attack can also be "angled" depending on how the control stick is held at the time of attack.

magic spin: (neutral attack while airborne)
zelda twirls while airborne with magic brimming from her hands. ideal as a airial followup to launched opponents. deals multiple hits now as opposed to its solo hit in melee.

spark kick/b.k.a. "gg" kick (foward or back + attack while airborne)
delivers a devistating "one-hitter" kick when connected at the "tip" of her boot. much more useful than in melee as zelda can spam this with the "critical" hit almost always (when it connects accurately). this can be used in either a combo, thown in when "migit/short jumping" or as a stage keep away. connects quite well with the normal and heavy height class (when grounded, connects on all types when airborne) yet useless against most shorties.


others/minorities/useless moves:

palm blast: (up tilt + attack while airborne)
zelda attacks with a single upward blast attack. a decent move that relies heavily on timing, otherwise she will miss entirely.

low kick: (down tilt + attack)
zelda delivers a low kick attack while grounded. pathetic damage and she cam be punished for it always.

down kick: (down + attack while airborn)
delivers an arial stomp with no "oomph". useless attack that should never be attempted whatsoever.

personal notes:
from my massive amounts of play, both offline and online; i conclude that zelda is both much better and quite dangerous in the hands of an expert. her magic's been buffed, allowing her to compete offensivley now. her only weakness is she's light and a slow attacker when against speed types. also heavy-hitters can punish zelda if she's unable to counterattack/catch her opponents correctly.

zelda should still be played as a defensive "capitalist/counter-type". she excells in baiting opponents to ensure walk/run-in offense. once able to do so, zelda has all the tools to combo, damage and send players flying with minimal work.

the increased speed of "din's fire" allows her to keep opponents from recovering completely (if not knowing how/when to air dodge) for guaranteed KO's. "naryu's love" can combo into itself to keep players within striking/grabbing distance and "farore's wind" creates a "guessing game" for any opponent she faces, largely due to her field coverage. opponents can't outrun zelda when she knows when and where to teleport to and can capitalize if she manages to reappear in front of you.

offensive players will begin to think twice about their actions if zelda creates and keeps her teleportation and defense game running strong.

well that's all for the hyrule queen from my angle. she's my primary, my best character and my overall favorite and if certain circumstances play well within my favor, then she will compete and dominate with ease.

-blueboy-

next up: samus & zero suit samus

l33t_ninja_thug - April 9, 2008 07:51 PM (GMT)
played brawl last night. i think i have found love in fox. Kirby is still my main man, my brotha, my confederate, my brother-in-arms; but i gotta admit that fox is just fun to use. the only reason why i haven't switched: im still better with Kirby. i played a couple of single player missions and i beat Event 41: The FINAL Final Battle with Kirby. man that was hard >.<

Victorthebattousai - April 10, 2008 02:18 AM (GMT)
Man, I wish I had a Wii, I'd be loving your guide, Blue. BTW, how often do you have to fight Wario in the game? That would be the only thing that keeps me from the game. I think the whole flatulation attack is just sick, not entertaining in the least.

ChainedSniper - April 11, 2008 02:57 AM (GMT)
QUOTE (Victorthebattousai @ Apr 9 2008, 06:18 PM)
Man, I wish I had a Wii, I'd be loving your guide, Blue. BTW, how often do you have to fight Wario in the game? That would be the only thing that keeps me from the game. I think the whole flatulation attack is just sick, not entertaining in the least.

I think once if im not mistaken

@L33t
i actually thought that level was easy, i might of been lucky though, the one before i think for me was harder lol

l33t_ninja_thug - April 11, 2008 12:20 PM (GMT)
QUOTE (ChainedSniper @ Apr 10 2008, 06:57 PM)
@L33t
i actually thought that level was easy, i might of been lucky though, the one before i think for me was harder lol

yea, but im not that good of a ssb player. i never owned any of the games, so any play time i had with it was at a friend's house. so beating that event was hard for me

ChainedSniper - April 12, 2008 05:15 AM (GMT)
QUOTE (l33t_ninja_thug @ Apr 11 2008, 04:20 AM)
QUOTE (ChainedSniper @ Apr 10 2008, 06:57 PM)
@L33t
i actually thought that level was easy, i might of been lucky though, the one before i think for me was harder lol

yea, but im not that good of a ssb player. i never owned any of the games, so any play time i had with it was at a friend's house. so beating that event was hard for me

trust me L33T, im not got either, i think i just got fairly lucky, got some strong attacks in and it was just perfect. its funny though, i played the first one SO much, and my bro rarely played, still kicked my butt horribly lol

l33t_ninja_thug - April 12, 2008 05:35 AM (GMT)
QUOTE (ChainedSniper @ Apr 11 2008, 09:15 PM)
trust me L33T, im not got either, i think i just got fairly lucky, got some strong attacks in and it was just perfect. its funny though, i played the first one SO much, and my bro rarely played, still kicked my butt horribly lol

lol. well im not great. maybe above average. and that is good enough for me (for a person who doesnt own it i believe )

blueboy - April 12, 2008 06:28 PM (GMT)
second entry:
user posted image user posted image
samus, the interstellar bounty hunter.

*legend*
neutral = any attack performed while in an "idle" animation or stance.
diagonal = aiming in any direction from a diagonal perspective or standpoint.


"ah samus, i've dealt with her stories/games since the original NES metroid. during my search for a primary player in melee i had a samus addiction during the "prime & fusion" collaborative. from there my younger bro showed me the basics with samus and i eventually left from an "apprentice in training" to my own uniquely "aggressive" samus.
sadly, those days are gone as this iteration of samus has been nerfed of everything that made her a force to be reconed with.....even her weight!
i still use samus to this day but i'm kicking my own ass outta love and admiration for her. *sigh*, ah well.....can't win them all."

*specials* (signature abilities)

charge shot: (special)
allows samus to charge her arm cannon. press to begin a charge and either allow to charge at max or discharge at will. one of her best tools and you are free to roll while charging to remain safe. while she's free to whore this move, it's suffered from damage reduction, and only at a percentage of 120% or
more will this blast have any KO potential. can be fired while airborne. quick charge yet slow release.

missle: (foward tilt + special *homing* or foward + special *super*)
fires missles from her arm cannon, either homing or super. these now have a physical property, allowing you to see which one of the two's been used. also spammable for keep away play. can be fired while airborne. super missles are faster than homing yet travel in one straight arc. homing traverses wherever the closest opponent lie.

screw attack: (up + special)
samus somersaults into her opponents while racking up the damage. a usefull tool for additional damage or when rebounding onto a stage. note that samus is completely vulnerable after the attack wears off and unless you're skilled at "quick decent", she's left wide open for a counterattack by an opponent.

bomb: (down + special)
samus dons her morph ball to release bombs. usefull for spacing and stage recovery. due to the loss of the bombs "stun" factor (of melee fame), she's still subjected to counterattack. use only when needed as it has a slow startup.

*attacks* (unofficial names)

shoulder tackle: (foward while running + attack)
samus rams into her adversaries with her signature shoulderpads. this can combo into itself if she reacts to her opponents distance fast enough. she suffers from damage reduction, so the strength potential is lessend.

samus sweep: (down + attack)
samus delivers a sweep. deals damage x2 if directly in front of opponent. has good range for spacing but lacks in both power and speed.

signature two-peice (attack + attack)
a two peice combo by samus. if first hit connects then opponent is stuned for the second hit. lacks in speed, but useful whenever up close.

roundhouse kick: (foward tilt + attack)
an average speed roundhouse kick that's useful due to her range. this kick can also be "directed" depending on which direction you tilt the stick. this move should be whored whenever possible.

cannon-sweep: (down tilt + attack)
fires a blast from her arm cannon while crouching. acting as a second "sweep" option, this move's useful but only when opponents are in front of her. samus's starting jab can "free-cancel" into this option from good timing. knocks opponents upward and is one of her few useful attacks for KO's.

cannon-punch: (foward + attack)
delivers a one hit punch from her arm cannon. able to charge for more damage yet lacks in attack power due to being weaker.

vertical axe kick: (up tilt + attack)
samus' flexibility allows for this attack. good speed and great range, this move can combo into itself for additional damage while sending opponents airborne. another of her better attacks that should be whored when given the opportunity.

kick of doom: (neutral attack while airborne)
samus sports her long leg while airborne. kick remains extended until she's fully grounded and can compete with most opponents air attacks/juggles from this move. also effective when "migit/short jumping" and is useful for "quick decents" (down while airborne after initializing attack).

cannon-spike: (down tilt + attack while airborne)
gives a spike attack from her arm cannon while airborne. the game mechanics have made this move better than in melee. this move most useful when "migit/short jumping" yet is slow in execution.

rising tackle: (up tilt + attack)
delivers a rising kick attack while airborne. this attack allows for racking up damage when connected on an opponent for future KO hits. this has no immediate KO potential yet samus can recover indefinately from this manuver.

back kick: (back tilt + attack while airborne)
gives a back kick on opponents. a highly useful move if given enough practice on timing. she can also perform this move from "migit/short jumping" yet her jump's a bit high to begin with. some average height and virtually all tall adversaries will receive this strong hit if grounded. migit/shorites aren't affected when grounded. works on all types when airborne.

*others/miscellaneous/useless moves*

grapple beam grab:
fires her signature grapple beam at opponents. the range of her grab's been shortnend this iteration, so samus needs to be closer for a guaranteed grab now. can be thrown in either direction, though the best option is her down throw. unfortunately, characters bounce higher even at 0% making her guaranteed 2-in-1 from melee ineffective. be aware that if she misses, samus can be punished serverly due to her recovery time. use sparangly.

*personal notes*
samus is still a decent character to use, however many of veteran players such as i will tell you she's bad in this iteration. she's just too slow, lacks in virtually any attack power and is now a middleweight as opposed to being heavy. in a 1v1, samus can't focus on any "keep away" as there's no distractions between she and her opponent. most of the roster will make quick work of her handicaps, leading to a virtually futile matchup.
however, she's very effective in both team brawls or even multiman brawls. samus will still need to rely on her long-range tacticts for maximum efficienty while using any of her best close range attacks for either KO's or keep away.

i don't discourage anyone from using her, but i've forwarned you of her highly difficult odds......so use samus at your own leisure.

-blueboy-

blueboy - April 12, 2008 06:38 PM (GMT)
*third entry*
user posted image user posted image
zero suit samus, the unarmored superhuman warrior.

"the version i dubbed as "zero suit fanservice" -_- .
zero was introduced in "metroid: zero mission" during an enemy takedown that stripped her of her powersuit. this is the exact same zero only modified for brawl combat. her stripped "superhuman" form is much faster than her powersuit counterpart but sacrifices in attack power. to remedy this handicap, her emergency pistol "the paralyzer" deals in stun damage. this is crucial for zero's lack of power and to compete against the rest of the roster. "

*specials* (signature abilities)

paralyzer: (neutral special)
uses her signature gun. it's only effectiveness is to imobilize opponents for any additional grabs and/or setups. can be charged for longer stun periods and can be fired while airborne.

plasma whip: (foward + special)
fires a whip-like coil from her handgun. has good range and does max damage at the tip of the whip, otherwise an ineffective attack up close. a very useful move for keeping distance and for stage recovery.

plasma wire (up + special while grounded or airborne)
fires a retractor-like coil from her handgun. able to "grapple" opponents who are airborn and within range of. also highly useful for "edge hoggers" when both in distance and she's at least one stock ahead (stock matchups) of her adversary/ies.

flip jump (down + special)
samus does a somersault in the opposite direction of where she's facing. a few options are available when using this move such as her diagonal kick (which stays out until grounded a-la samus' "kick of doom"), paralyzer shot or her plasma whip. the paralyzer and whip have to have an animation cancel before usage, otherwise she'll just don her kick attack.

*attacks* (unofficial)

three-hit/three-peice combo (attack x3)
a fast yet weak three-hit attack that delivers a decent amount of distance when all three hits connect. useful in stun combo's. spammable by all means.

vertical handspring: (up tilt + attack)
a fast vertical attack that delivers airborne accention. great for frontal offence (when very close to), arial counterattack or when opponents try to get the jump on you from afar. also spammable.

zero sweep: (down tilt + attack)
samus delivers a fast hitting sweep that also gives airborn accention to opponents. while spammable, she suffers from both good range and from leaving her back wide open to counterattack, so she must keep her adversaries in front of her during use.

zero roundhouse: (foward tilt + attack)
samus gives a quick roundhouse kick to opponents. gives both pushback and knockdown on a counterhit, yet lacks in any good power or long range. can be spammed, but use wisely.

whip smack: (foward + attack)
delivers a quick one-hit whip slap to her opponents. an okay move to use, but relies heavily on timing. if the "window" of attack is late, she'll miss entirely with this option.

back kick: (back tilt + attack while airborne)
zero gives a back kick. a very strong move much like her "suited" counterpart that's both spammable and can combo into itself in specified situations due to her quickness in attacking. has great KO potential.

flip kick: (up tilt + attack while airborne)
a quick airial flip kick. as one of her best air attacks, this move should be spammed whenever possible as its KO potential is quite devistating (especially when in low ceiling areas).

thrust kick: (foward while running + attack)
zero gives a quick running kick. she's able to stun opponents as a counterattack, making this move able to combo into itself. lacks in any damage potential yet allows her to use her air and stun "tools" depending on her distance after connecting with.

paralyzer sweep: (down + attack)
zero gives a discharge from her handgun to stun opponents. this move only covers her front yet is highly useful and a necessity to use. this move can also be charged for longer stun periods, leading to guaranteed grabs or additional attacks.

whip dance: (up + attack)
zero twirls her plasma whip vertically while grounded. another useful tool within her airial arsenal to keep opponents airborne. she can also charge this attack for additional hits/stun.

zero kick: (down + attack)
delivers a down kick much like c.falcons "falcon kick". a useful move only when directly above an opponent or when necessary to rebound onto a stage from high distances. at high percentages this move will launch opponents airborne if it connects.

zero's double roundhouse: (foward tilt + attack while airborne)
zero gives a quick two hit kick attack while airborne. this move deals stun damage if the first hit connects and has great KO potential to boot.

airial whip smack: (neutral attack while airborne)
zero uses her plasma whip while airborne. a quick one-hit attack that relies on timing, much like her standard whip smack.

*others/mediocre/useless moves*

crawl: (diagonal down tilt in any direction)
allows zero to craw on any flat surface. due to her crouching status, she can negate most projectile-based attacks while moving in close enough to attack.

plasma grapple: (foward + grab)
zero utilizes her pistol as a long range grab. can be thrown in either directon yet her down grab is the most effective. zero attacks her opponent with an axe kick that launches on impact. this grab's crucial for her arial game and should be used whenever the option presents itself.
be aware that if she misses, zero can be punished indefinetly due to her recovery time.

*personal notes*
"zero is a hit-and-run type of character due to her weak attack power. however, her stun, air and recovery game are sick when used effectively.....even better than her counterpart. if zero can effectively generate and keep her opponents stuned and airborne, the possibilities for KO's are virtually endless. zero needs to bait her adversaries, she needs any & every stun given and she needs her opponents airborne......otherwise she's nothing more than a free KO.

zero's ligher weight makes for an easy target, but this can be avoided so long as she plays smart and safe, while her stun & air tools will take care of the rest.

i can honestly say while i still prefer samus in her powersuit, i'm much more effective with zero samus as a whole. i dislike speed types, and while my odds of survival and wins are about a minimal 20%, i've the tools neccesary for KO potential. when this is factored in, i'll use the one who'll give me the best "tools" to win."

-blueboy-

up next: princess peach

l33t_ninja_thug - April 13, 2008 05:41 AM (GMT)
QUOTE (blueboy @ Apr 12 2008, 10:38 AM)
up next: princess peach

oh god, i have had bad experience with her. i love her as a smasher, but man did she screw me. i got the smash ball and used her final smash. but i forgot i was on a drop block.

peach danced to her death. it was my last life. i was sad. everyone else laughed. hard. for like 3 minutes.







sad face ):

blueboy - April 13, 2008 05:04 PM (GMT)
QUOTE (l33t_ninja_thug @ Apr 12 2008, 09:41 PM)
QUOTE (blueboy @ Apr 12 2008, 10:38 AM)
up next: princess peach

i got the smash ball and used her final smash. but i forgot i was on a drop block.

peach danced to her death. it was my last life. i was sad. everyone else laughed. hard. for like 3 minutes.

sad face ):

:hmm: :pinch: peach didn't deserve that.....now i feel bad too.

l33t_ninja_thug - April 13, 2008 07:13 PM (GMT)
QUOTE (blueboy @ Apr 13 2008, 09:04 AM)
:hmm:  :pinch: peach didn't deserve that.....now i feel bad too.

lulz. dont feel bad. like i said, i like her as a smasher. if i can get some damage on an opponent, kick then in the air, and use her :up: + :b: smash attack, i can probably get a KO. she aint bad. i just have bad karma with her.

and drop blocks. but bad game karma and me go hand-in-hand :yes:

ChainedSniper - April 16, 2008 03:07 AM (GMT)
I dont really like Peach or Zero suit :( lol, You know whats sad, im not sure who my best player is anymore lol.

First Game: I like Kirby at first then, Pikachu

Funny story about Kirby

First ttme i played, barely knew controlers, i was playing on that Yoshi Island place and it was me, my brother, and i think 2 of his friends. i flew to the middle, and Down B (the Stone), my way to a triple kill, they congradulated me and were like Wth!! lol

Melee - it became Link/Roy, Pikachu was another but not my favortie to use, as was fox, I picked Roy cuz my cousin picked Marth and we were FE buddies, we liked swords, never playe4d them, vowed to learn them and become a good team

Brawl - i have no clue anymore lol, pikachu probably, o, and Ness is a hidden good character of mine its wierd

l33t_ninja_thug - April 20, 2008 08:33 PM (GMT)
one thing i would like to point out: Tabuu has SNK Boss Syndrome. pretty funny since its on the wii; not funny fighting him.

anyone know any tricks on how to beat him? :hmm:

Sexeh Kitteh - April 22, 2008 09:13 PM (GMT)
I been hearin' so much about this game that I feel like I HAVE to get it now >.<

...So when I get some money I might be joinin in on the fun...

blueboy - April 23, 2008 10:28 PM (GMT)
*edit*
user posted image user posted image
Zelda, Queen of Hyrule

*attacks*
palm strike (foward while running + attack)
delivers a palm strike imbued with magic while running. she's able to combo this attack in certain situations and works extremely well against heavy types.

others/minorities/useless moves:

low kick: (down tilt + attack)
zelda delivers a low kick attack while grounded. pathetic damage and she can be punished for it always.
*edit*
this kick deals an odd stun property, leading to a guaranteed sweep from zelda. only guaranteed at low percentages however, as high prevents her sweep from connecting afterwards.

down kick/stomp: (down + attack while airborn)
delivers an arial stomp with no "oomph". useless attack that should never be attempted whatsoever.
*edit*
after thorough usage, this stomp manuver is actually highly effective. zelda gains the same properties as gannondorf and c.falcon's stomp. best used when an opponent rebounds.

blueboy - April 23, 2008 10:36 PM (GMT)
*edit*
user posted image user posted image
zero suit samus, the unarmored superhuman warrior.

"*specials* (signature abilities)

flip jump (down + special)
samus does a somersault in the opposite direction of where she's facing. a few options are available when using this move such as her diagonal kick (which stays out until grounded a-la samus' "kick of doom"), paralyzer shot or her plasma whip. the paralyzer and whip have to have an animation cancel before usage, otherwise she'll just don her kick attack."

*edit*
if zero connects with an opponent (neutral/no attack) while somersaulting, she'll perform an additional flip while airborne (jump button when she connects with an ally or opponent). this additional manuver helps her regain her momentum without being in harms way as she can leap practically most of the stage terrain.


"*attacks*

paralyzer sweep: (down + attack)
zero gives a discharge from her handgun to stun opponents. this move only covers her front yet is highly useful and a necessity to use. this move can also be charged for longer stun periods, leading to guaranteed grabs or additional attacks."

*edit*
this move is spammable, deals damage when it connects and is highly suggested tool if using her.





Pappioll - April 27, 2008 08:57 PM (GMT)
Wow! And I thought I was the only one who was into the Super Smash series. Seems like I was wrong! :P

Can' twait to play with you guys. And beware of my Zelda ;)
It's so unfair that I have to wait for the European release. We always have to suffer so much..

Until then, Im going to stay in here :D:D

janejana - May 27, 2008 10:26 PM (GMT)
hey guys, guess who just got brawl!

i haven't played much but i'm preeeeeeeety sure Pit is going to be my new main, since i don't like Peach as much in this version, so far.

also Pit is really cute. <3

blueboy - May 27, 2008 11:01 PM (GMT)
QUOTE (Pappioll @ Apr 27 2008, 12:57 PM)
Can' twait to play with you guys. And beware of my Zelda ;)
It's so unfair that I have to wait for the European release. We always have to suffer so much..

Until then, Im going to stay in here :D:D

:heh heh: you'll need to fight mine first. i've managed to retain my title as "best zelda player" amongst many zelda users. *j/k*

oh and i'll surely be around when you get your copy too. just let me know and i'll add you with the quickness. :D

@janejana:
whenever you can, i'd like to add you too now you've gotten both a wii and brawl.

and i need to finish up peach's thread......i've a few more to cover too afterwards....*sigh*

janejana - May 27, 2008 11:13 PM (GMT)
oh yeah, i forgot about that...still not used to this wii thing.

my brawl code (heh) is 3695-1054-6979

blueboy - May 27, 2008 11:19 PM (GMT)
QUOTE (janejana @ May 27 2008, 03:13 PM)
my brawl code (heh) is 3695-1054-6979

sweet, i'll add you tonight.

1848-1364-3879 is mine.

blueboy - May 28, 2008 01:53 AM (GMT)
*fourth entry*
user posted image user posted image
princess peach: princess of the mushroom kingdom.

"i had no plans on using peach back in the days of melee, but a bandwagon ensued thanks to my younger brother's efforts. i don't know why, yet peach became the "flavor" of melee for months.....possibly years on down. her insane priority made her a serious high-level contender and topped with "short jumping", peach became a force to be reconed with. she was used for different reasons yet i ultimately "broke" her on accident. from there it became a "oh she's my main now" feud of complete nonsese :heh heh:
peach returns to us in brawl.....but not in the glory that she once was."

*specials*
peach bomber (foward+special):
delivers a dash attack using her butt (also known as her "gg butt"). this special has gained a decent attack radius and can combo if opponent/s are aggressive persuers. also delivers good knockback at high percentages.

peach parasol: (up+special)
peach calls upon her parasol to help her out of harms way. this special is best used for stage recovery but can also be used offensively too. be wary of which direction she's facing.....otherwise you'll prevent her from grabbing onto a ledge to save herself.

toad: (neutral+special)
peach calls on toad to absorb any inflicted damage. toad can also be called upon while airborn and he's gained a defensive buff to boot. his attack window/radius is larger now, so any inflicted punishment will be felt by the dealer; be wary of the little guy.

peach vegetable: (down|+special)
peach plucks a vegetable from the ground. there's a 1/58 chance of one of four randoms that's plucked by her:
rotten vegetable
bob-omb
beam saber
mr.saturn
rotten vegetables deal an additonal 30% damage on contact while bob-ombs have instant ko potential. her beam saber allows for extended reach and mr.saturn is just another throwable object that doesn't dissapear unless thrown offscreen.

peach float:
peach's second jump is used to float for a limited period of time. this is a highly useful (and recommended move to learn) move for many of her best "tools" along with stage recovery.


*attacks (split between ground and air variations)*

*ground*
peachie one-two slap (neutral+attack while grounded):
delivers a two-hit slap to opponents. one of her best moves that's not only spammable but stops virtually any oncomming physical offense. attack also delivers pushback on mulit-hit.

palm slap (foward-tilt+attack while running):
peach gives a running slap to her opponents. this attack deals dmg. x2 on initial hit and can combo in certain situations.

heel kick (foward-tilt+attack):
peach gives one swift vertical rising kick. at high percentages this attack gives launch status, allowing for an additional followup attack/s.

sweep smack (down-tilt+attack):
peach smacks at her opponents feet; causing launch status. she's given decent speed inbetween and at high percentages, this attack launches quite high. also useful for any additional airial attacks.

princess headbutt (up-tilt+attack):
peach puts her crowned head to use.....litteraly. has good speed of execution and useful when right next to opponents.

*airial*
princess twirl (neutral+attack while airborn or floating):
peach twirls in mid-air with arms extended. a highly useful and abuseable move by our princess that's better refined with "short jumping and/or from floating". if her jump is very short (one or two inches off ground) she will almost always connect against an opponent with her twirl. she also gives great knockback for every hit, so proper execution is a must.

peachie kicks (down-tilt+attack while airborn or floating):
peach giver her opponents a mult-stomping goot time. another move with both good range and great "short jumping/floating" properties. when connected, these hits send an opponent upward and allows peach to pursue her opponents from the air.

peachie vertical heel (up-tilt+attack while airborn or floating):
peach gives one good game vertical heel kick while airborn. her window of attack is limited, so use this move wisely or sparangly.

princess crown-slap (foward-tilt+attack while airborn or floating):
peach puts her crown to good use here. her only highly effective ko attack, use this as much as possible; whenever possible and with short jumping/floating as much as possible.....it's so much more needed than you think it is, trust me.

peachie butt (back-tilt+attack while airborn or floating):
peach uses her butt offensively oncemore. while "floating" this attack can combo into itself for additional damage and has a good rate of speed execution too.

*!smash attacks!*
peach's random act of goodness (foward+attack)
peach gives a strong hit from one of three items:
tennis racket
frying pan
golf club
either three deals the same ammount of damage and deals more if fully charged. usefull for timed/anticipated run-ins, airial counterattack or possible ko potential from her final smash attack *peach blossom*

peachie sweep spin (down+attack)
peach spins in place to rack up damage on any nearby opponents. can be executed either normally or fully charged for additional hits. highly useful for "rollers", "crouchers" or when next to an opponent entirely.

peach's palm of love (up+attack)
peach gives her all in one quick airial thrust shrouded with love (<3). another highly useful move for airial counterattacks, combos or ko potential (@ 80% or higher). in areas with "short ceilings", this equals as a ko launcher.

*grabs*
like many other characters, peach has a short grab window/range so you've got to be close as you can. she's four different throw options afterward in:
peachie launcher (up)
peachie bottom (down)
gg slap (foward)
hip toss (back)
her most effective being her peachie bottom (as a combo connector) and her gg slap (great knockback and ko range at high percentages), so i'd advise usage of these two solely.

*others*
floating (2nd jump or either down+jump while airborn)
for veterans and skilled players, "floating" becomes a near vital tool in peach's arsenal. virtually all of her best options come from floating; making for a must learn if you want to get good with her. i pull off many rediculous attacks by "insta-floating" alone that irks many of my fellow players. i learned it in melee and thankfully she still has it here.

*personal notes*
"peach thankfully retains all of her moves including buffs on four (peachie one-two slap, princess crown-slap, toad and peach bomber). sadly though like most of the returning roster, she's been nerfed in attack damage. this permanent "handicap" forces peach to work for her ko's moreso than before. also her light weight gives her a disadvantage when working up the damage % on anyone and possibly costing her the match entirely.
if planning to use peach, remember to keep an observant eye on everything around peach. get as much damage in as possible while remaining safe and by all means use her "princess crown slap" and "floating" properties as much as possible.....otherwise you're just wasting your time with her."


up next: link: chosen defender of hyrule and bearer of the "triforce of courage" .

blueboy - May 28, 2008 04:03 AM (GMT)
*fifth entry*
user posted image user posted image

link: chosen defender of hyrule and bearer of the "triforce of courage" .

"ah good 'ol link of hyrule. funny how i only remember this guy from the legend of zelda (nes) and skipped all future releases of his games; both past and present (metroid had a huge factor in this). anyways, i began using link in melee as an insult to a good friend of mine who though his link was the "absolute truth". somehow i ended up "breaking" him too the more i used him and learned he's an all around mid-tier character to use....not too difficult yet not too easy either.

the hero of hyrule is given a "twilight" look along with variations to his arsenal of weapons and attacks....but rest assured that this is still the same 'ol link; and there's nothing wrong with that."

*specials*
hero's bow (neutral+special):
link dons his always useful hero's bow & arrows. the longer the charge the further the arrow traverses. this can also be done while airborn and is aways useful in any situation.

gale boomerang (foward+special):
the boomerang receives an upgrade in this installment. not only will you deal damage with this item but you can also push back certain projectiles or foes and even pull foes towards or away from you. a necessity in link's arsenal and should be used as much as possible for any setups and/or annoyances. link can also throw this while airborn and direct its trajectory either on ground or in air. use the diagonal directions during link's initial throwing stance for diretion.

spin attack/slash (up+special):
link throws all of his weight into one massive spin slash. a new addition to brrawl, link can now "charge" this move for more knockback potential (while grounded only). also useful for anticipated offence, airial followups or standard stage recovery.

bomb (down+special):
link digs into his sash for a good 'ol bomb. these are quite useful for his "range" game, can be thrown in a 4-directional arc (up, down, left or right) or either while airborn. be wary though as these will detonate regardless of having been thrown or not after a few seconds, so link may end up on the receiving end of his pre-emptive offense.

*ground attacks*
master three-slash (neutral+attack):
link slashes his foes with a three-hit sword attack. one of his best standard moves as it gives knockback, stops virtually any offensive attacks & trading attacks, and can be spammed at will. whenever the going gets tough, abuse this move for insurance.

running slash (foward-tilt+attack while running):
link advances towards his foes to deliver a running slash. it has decent speed and can be used for closing the gap on certain opponents. use sparangly though as link can be punished if blocked or "whiffed".

standard slash (foward-tilt+attack):
link gives a standard sword slash. a bit better than his running slash yet not by much. the same rules apply here as with his running slash, so use wisely and sparangly.

master arc (up-tilt+attack):
slash with his sword in a 180 arc upward. this has decent speed execution and is useful in both airial counterattack or to punish "rollers".

master sweep slash (down-tilt+attack):
link gives a slash attack at his opponents ankles. this has decent priority against all standard offense, but use wisely as link can be punished from either whiff or from recovery on block.


*air attacks*
arial master slash (foward-tilt+attack):
link gives one good slash strike from the air. not recommended as he has a very small "hit box" window of opportunity followed by recovery issues. if at all possible, refrain from using this attack.

hylian kick (neutral+attack):
link delivers a kick to his opponents. his only good "short jumping" move that executes fast and allows for quick decent afterwards (hold down after execution). if you've good rhythim, this can combo into itself depending on range and height of opponent/s and gives link some much needed recovery afterwards for any followups.

hylian double roundhouse (back-tilt+attack from back face only):
a double roundhouse kick that delivers the goods as promised. another useful air attack and/or followup for link. once again this attack gets better properties from short jumping and good rhythim as it deals dmg. x2 on hit. combine this with "gale boomerang" for some great opponent punishment & spacing.

master stab (down+attack):
link gives the deserved gg "stab". very useful for instant ko, opponent chasing or air followup while launched by an opponent. be very cautious on this decent on whiff; link is extremely punishable from whiffing or ko'd by accidental stage chasing. also his ability to shorten his "recovery time" (l-canceling in melee) has been removed, so use wisely and whenever you KNOW this will connect.

master airial stab (up+attack):
once again link delivers the stab goods. similar to his master stab, link can ko opponents at high % with virtual ease. also he's able to recover much quicker unlike the famous master stab whether it connects or not. a great substitute for his mildly useful "air spin slash" and is recomended to use whenever the opportunity presents itself.


*!smash attacks!*
master STRIKE! (foward+attack):
i gave caps for a reason. this is a HIGHLY useful, spammable, quick and ranged move to perform at any given opportunity. this one move can compete against characters such as snake's "knee-hammeblow" two hit, ike's three-peice combo or even marth's very own foward smash! link's been given "deceptive" range that topples marth's "tip of the blade" strike. powerful, a damn good punisher, has ko potential to boot......need i say more?

master STRIKE-SLASH! (attack after performing master STRIKE!):
link's followup to his STRIKE! sadly this move can no longer be smash-delayed like in melee, but standard delay is still available. its only real purpose here is for a counterattack on block (if an opponent tries to get "cute" on you). you should mainly use this to trick your opponents from rushing in on block soley, but it's entirely up to you.

double master sweep (down+attack):
link gives a one-two sword strike while crouching. this attack can be charged for more knock-up (serves as a useful ko move upward) or knockback from the second hit.

master three arc-upper (up+attack):
link delivers a three-hit upward slash attack. also a highly useful move wtih ko potential at either high % or in "low ceiling" areas. this attack can be charged for more dmg. and is good as a countermeasure for airial counters and "roller/dodging" punishment.

*!!final smash!!*
triforce slash (self explanatory):
this is the strongest final smash ingame (0 - 70% when finished) as link delivers multi-slashes while opponents lie encased within his triforce. in low ceiling areas or near the arena sides, chances are this baby will ko immediately.

*grabs*
link is one of the small handfull of characers that has a long (yet shortend) ranged grab. he has four options afterwards in:
upper slash (up)
body slam (down)
punt kick (foward)
mule kick (back)
link's one of the few where all his grab directions have a useful followup to. his punt kick or mule kick can follow either bombs, arrows or his boomerang and his body slam or upper slash makes way for either a master three arc-upper, bombs, airial spin slash or his master airial stab.

*others*
clawshot:
in addition to grabbing with, this also serves as another "stage recovery" tool. its drawback lies in range though as oddly enough it's been shortend in brawl. regardless of whatever prefered method of use, you must remember its shortend range and to not even bother attempting it if you know it won't connect.

*personal notes*
"link is still an overall good character. "gale boomerang, master three-slash and master STRIKE!" are wonderful "buff" additions to his already impressive roster of close and long range attacks. link's also a bit on the heavy side too (just a tad) which works well in ko prevention. however his "stage recovery" options are not like they once were in melee, and he suffers serverly if more than a foot away from the arena. if possible, keep the pressue on adversaries despite his "moderately slow" handicap from a handful of his moves and by any means.....keep our hero grounded and onstage as best as possible for he has no benefits from stage recovery."

up next: sheik: the enigmatic assasin (and zelda's alter-ego)

blueboy - May 29, 2008 01:23 AM (GMT)
*bump* :D




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