________________________________________________________________________________
:: About this FAQ ::
- This FAQ focuses only on the Alternative Moves & Character Customization
along
with how moves compare to each other
- I WILL NOT make a guide about the regular moves, other FAQ writers have done
that and there is no need to reinvent the wheel
- The guide gives you an idea about what to expect from Alternative Moves &
Character Customization, this feature IMO is one of the best features of
Super Smash Bros 3DS.
________________________________________________________________________________
:: My General Rule for Stat priorities ::
- Offense gives you the most value since you can get the most gains out of it
- Try to maintain all positives if possible or at least maintain 0 on non
priority stats
- If you're going to take a negative in a stat, speed is an area where you can
afford to go negative
- Stick with Item bonuses that you can make use off, generally positive item
bonus abilities gimp the stats, so I try to avoid them if possible
________________________________________________________________________________
:: Value of Attack Stat ::
http://www.gamefaqs.com/boards/632937-super-smash-bros-for-nintendo-3ds/70947031
Falcon Punch is the control <Special Thanks to "Xenozoa425" for his data>
-40 = 22%
-30 = 23%
-20 = 24%
-15 = 24%
0 = 25%
+5 = 27%
+10 = 28%
+15 = 28%
+20 = 30%
+25 = 31%
+30 = 31%
+40 = 33%
+70 = 38%
Marth's Side Smash attack against a stock Mario
Attack = % damage
+ 0 = 18% / 25%
+15 = 20% / 28%
+47 = 25% / 34%
+90 = 29% / 41%
Normal Smash Hit / Hit by the tip of the sword
________________________________________________________________________________
:: Value of Defense Stat ::
Test Subject = Ike with +60 Attack stat
Test Target = Yoshi with various Defense stat below
+## | Regular | Quick | Full | Knock Back
Def | Attack | Smash | Smash | Distance
===========================================
+00 = 4% | 32% | 44% | 105% distance from right ledge on Final
Destination (NOTE: Falls off the ledge)
+22 = 4% | 31% | 43% | 100% distance from right ledge on Final
Destination
+43 = 4% | 30% | 42% | 90% distance from right ledge on Final
Destination
________________________________________________________________________________
:: Value of Speed Stat ::
This stat is harder to quantify, but here are a few basics
- The Speed Stat affects running speed & jump height
- Speed Stat has a larger effect on big slow characters than on already faster
characters
________________________________________________________________________________
:: Special Attack Movesets ::
Test Target: Stock Mario on Final Destination with no items equipped
Test Characters: No items were equipped on any characters used for testing the
damage of each special moves
NOTES: Damage isn't everything, some moves might do less damage, but have
other properties like better range, moving your character, better knockback,
multi-hit, etc.
Please test out each move as you get them to figure out if it suits
your play style or theme for the character you want to customize.
Do not limit yourself into thinking "Maximum Damage" moves is the best,
there are a lot of cavaets to each move and Nintendo has done a pretty good job
to make
all the alternative moves viable in some form or another.
___________________________________________________________
Bowser | Neutral | Side | Up | Down |
Moveset 1 |Up to 15%| 18%|Up to 11%|Up to 24%|
Moveset 2 | 4-5%| 12%| 4%|Up to 13%|
Moveset 3 |Up to 24%| 8%| 6%| 18%|
===========================================================
Neutral 1 | Fire Breath = Breathe fire. Power decreases if used too much. You
can control the angle a little bit.
Neutral 2 | Fire Shot = Spit out a fireball. Power won't change even if used
in rapid succession.
Neutral 3 | Fire Roar = More powerful than "Fire Breath", but it runs out
quickly and takes longer to recharge.
Side 1 | Flying Slam = Grab an opponent, jump into the air, and slam them to
the ground.
Side 2 | Dash Slam = Dash and grab an opponent. The jump isn't high, but
there's more sideways movement.
Side 3 | Dash Slash = Charge and slash opponents with your claws. Low
damage, but high launch power.
Up 1 | Whirling Fortress = Duck inside your shell and spin. You can move
sideways while spinning.
Up 2 | Flying Fortress = Spins high into the air but doesn't deal damage.
Up 3 | Sliding Fortress = Spin while sliding quickly to send opponents
flying. Less vertical range.
Down 1 | Bowser Bomb = Butt-stomp your enemies. On the ground, you can
lift opponents with your horns.
Down 2 | Turbulent Bomb = Jump up diagonally, and push opponents with a gust
of wind when you land.
Down 3 | Slip Bomb = Drop down and shake the ground, causing nearby
opponents to fall over.
___________________________________________________________
Bowser Jr. | Neutral | Side | Up | Down |
Moveset 1 | 4-7%| 7-12%| 18%| 9%|
Moveset 2 | 2-4%| 2-9%| 13%| 4-5%|
Moveset 3 | 4-7%| 8%| 17%| 15%|
===========================================================
Neutral 1 | Clown Cannon = Fire a slow, heavy cannonball. Charge it to boost
the cannonball's speed and power.
Neutral 2 | Piercing Cannon = Fire a smaller, less-powerful cannonball that can
bash through multiple fighters.
Neutral 3 | Air Cannon = Blast opponents with wind. In the air, you can
also use it to move backward quickly.
Side 1 | Clown Kart Dash = Transform the Junior Clown Car into a kart that
speeds forward. Change direction to spin.
Side 2 | Koopa Drift = When spinning, the kart careens forward hitting
opponents multiple times.
Side 3 | Grounding Dash = A Clow Kart Dash that buries foes. Doesn't go
far, and ends in an auto spin.
Up 1 | Abandon Ship = Eject from the Junior Clown Car just before it
explodes. You can attack while you fall.
Up 2 | Meteor Ejection = Jump out of the Junior Clown Car, and send it
crashing to the ground.
Up 3 | Koopa Meteor = Launch high into the air before the Junior Clown
Car explodes, firing you downward.
Down 1 | Mechakoopa = Deploy a Mechakoopa that will explode if
thrown, attacked, or just left alone.
Down 2 | Impatient Mechakoopa = Launch a Mechakoopa a fair distance. It
explodes shortly after landing.
Down 3 | Big Mechakoopa = A large, powerful Mechakoopa. Walks past
enemies, so throw it to make it go boom!
___________________________________________________________
Captain Falcon | Neutral | Side | Up | Down |
Moveset 1 | 25%| 9%| 17%| 13-22%|
Moveset 2 | 11-20%| 12%|No Damage|Up to 11%|
Moveset 3 | 22%| 8%| 25%| 6-12%|
===========================================================
Neutral 1 | Falcon Punch = Charge up for a moment, then strike. The
direction can be changed while charging.
Neutral 2 | Falcon Dash Punch = Dash forward and punch. Slightly weaker, and
you're vulnerable just before striking.
Neutral 3 | Mighty Falcon Punch = A bigger, more powerful Falcon Punch, but the
buildup leaves you more open than ever.
Side 1 | Raptor Boost = Dash forward, and uppercut when you reach an
opponent.
Side 2 | Heavy Raptor Boost = A dashing punch that's slow but is difficult
to interrupt.
Side 3 | Wind-up Raptor Boost = Step back before dashing forward. Charges up
faster than the other moves.
Up 1 | Falcon Dive = Jump up and grab a foe. If you connect with
your prey, you'll explode off of them.
Up 2 | Falcon Strike = Jump higher than the Falcon Dive, but
doesn't grab opponents.
Up 3 | Explosive Falcon Dive = Doesn't jump as high as the Falcon Dive,
but it's more explosive.
Down 1 | Falcon Kick = On the ground, does a flying sideways kick.
In the air, kicks diagonally downward.
Down 2 | Falcon Kick Fury = A Falcon Kick that hits multiple times and
can launch opponents at the end.
Down 3 | Lightning Falcon Kick = A quick, electrical flying kick that goes
straight through enemies.
___________________________________________________________
Charizard | Neutral | Side | Up | Down |
Moveset 1 |Up to 13%| 4-19%|Up to 17%|Up to 29%|
Moveset 2 |Up to 22%| 28%|Up to 22%| 10%|
Moveset 3 |Up to 9%|Up to 11%|No Damage|Up to 16%|
===========================================================
Neutral 1 | Flamethrower = Breath fire on your opponents. Can be aimed
slightly. The longer you use it, the weaker it gets.
Neutral 2 | Fire Fang = A short-range fire-breathing attack. Hits quickly
and continuously to rack up damage.
Neutral 3 | Fireball Cannon = Fire distinct balls of fire that travel far but
do less damage than "Flamethrower".
Side 1 | Flare Blitz = Hurtle sideways in an explosive assault. Damages both
you and your foes.
Side 2 | Blast Burn = Slower but more explosive than Flare Blitz. Deals
more damage to both you and your foes.
Side 3 | Dragon Rush = Less powerful than "Flare Blitz", but you don't take
damage when using it.
Up 1 | Fly = Spiral into the sky. Can hit opponents multiple
times while soaring upward.
Up 2 | Rising Cyclone = The movement distance is reduced, but it sucks in
enemies and launches them.
Up 3 | Fly High = Your flight distance is increased, but you don't
deal any damage.
Down 1 | Rock Smash = Headbutt a rock to send fragments flying. Both the
headbutt and the fragments can hurt rivals.
Down 2 | Sinking Skull = Pound an opponent into the ground, where they'll be
stuck for a little while.
Down 3 | Rock Hurl = Similar to "Rock Smash". The rock shards fly
higher, but they cause less damage.
___________________________________________________________
Dark Pit | Neutral | Side | Up | Down |
Moveset 1 | 3-10%| 11%|No Damage|No Damage|
Moveset 2 | 6-13%| 13-14%| 9-10%| 5%|
Moveset 3 | 2-6%| 9%|No Damage|No Damage|
===========================================================
Neutral 1 | Silver Bow = Fire an arrow of darkness. Stronger than Pit's
arrows, but they don't curve as much.
Neutral 2 | Piercing Bow = Fire a giant arrow that travels through foes. A
powerful shot, but leaves you quite open.
Neutral 3 | Guiding Bow = Fire a mystical arrow that can be easily controlled
but is slower and less powerful.
Side 1 | Electroshock Arm = A steadfast forward charge with a weapon that
launches foes diagonally upward.
Side 2 | Electrocut Arm = Ready your weapon, and then strike if an enemy
comes in range. You won't flinch while readied.
Side 3 | Quickshock Arm = Charge forward with such speed, you won't stop
even after delivering an uppercut.
Up 1 | Power of Flight = Soar on shining black wings in any upward
direction of your choosing.
Up 2 | Striking Flight = A takeoff that launches opponents. More
restricted in direction than "Power of Flight".
Up 3 | Breezy Flight = A speedy ascent that causes a gale, pushing back
opponents in the vicinity.
Down 1 | Guardian Orbitars = Summon shields that block attacks and reflect
projectiles, but only from the sides.
Down 2 | Impact Orbitars = Summon shields that launch enemies but don't
reflect projectiles or block attacks.
Down 3 | Amplifying Oribtars = Summon shields that are easily broken but
boost the power of reflected projectiles.
___________________________________________________________
Diddy Kong | Neutral | Side | Up | Down |
Moveset 1 |3-12%/23%| 3-15%| 8-10%|No Damage|
Moveset 2 | 1%/25%| 8-12%| 18%| 1-5%|
Moveset 3 |7-11%/18%| 3-11%| 7%| 1-7%|
===========================================================
Neutral 1 | Peanut Popgun = Diddy's trusty peanut shooter. Don't charge it
for too long, or it'll blow up in your face!
Neutral 2 | Exploding Popgun = Charges quicly and explodes, damaging nearby
enemies. Doesn't actually fire any peanuts.
Neutral 3 | Jumbo Peanuts = Shoot giant peanuts that don't travel as far but
pack a real punch.
Side 1 | Monkey Flip = Leap forward to grab whoever you contact, or
press the button again to kick.
Side 2 | Back Flip = A backward leap that switches to a flying
forward kick if you press the button again.
Side 3 | Flying Monkey Flip = A higher jump with a weaker kick, but the grab
attack is stronger.
Up 1 | Rocketbarrel Boost = Rocket through the air and tackle opponents.
Can be charged for extra distance.
Up 2 | Rocketbarrel Attack = Hits harder than the "Rocketbarrel Boost",
but doesn't fly quite as well.
Up 3 | Rocketbarrel Kaboom = Charges faster and steers better. but you'll
explode if you hit terrain.
Down 1 | Banna Peel = Throw a banana peel behind you to trip
foes. Only one peel can exist at a time.
Down 2 | Shocking Banana Peel = A banana peel that paralyzes foes. More
effective if stepped on.
Down 3 | Battering Banana Peel = Throw a banana peel straight up. The peel
launches foes straight up, as well.
___________________________________________________________
Donkey Kong | Neutral | Side | Up | Down |
Moveset 1 | 10-28%| 10%|Up to 21%| 14%|
Moveset 2 | 12-15%| 10%|No Damage| 14-21%|
Moveset 3 | 12-16%| 13%| 4-19%| 16%|
===========================================================
Neutral 1 | Giant Punch = A mighty punch. Press the button once to wind up,
then again to unleash it.
Neutral 2 | Lightning Punch = Charges up much faster, but isn't quite as
mighty. Deals electrical damage.
Neutral 3 | Storm Punch = A punch that's not very strong, but it pushes
oppponents away with a gust of wind.
Side 1 | Headbutt = Headbutt opponents in front of you, and bury
them if they're on the ground.
Side 2 | Jumping Headbutt = Jump up before headbutting. Buries opponents
for a shorter time.
Side 3 | Stubborn Headbutt = A slow but powerful headbutt. Being attacked
won't interrupt this move.
Up 1 | Spinning Kong = A whirlwind of punches. You can move left and right
while spinning.
Up 2 | Chopper Kong = Spins high into the air like a helicopter. Doesn't
deal any damage to opponents.
Up 3 | Kong Cyclone = Suck opponents in as you spin, and then launch them
with a single punch.
Down 1 | Hand Slap = Slap the ground to cause shock waves that send
opponents into the air.
Down 2 | Focused Slap = Smaller shock waves, but opponents will be stunned
and sent flying.
Down 3 | Hot Slap = Creates flame pillars that can hit airborne fighters.
___________________________________________________________
Dr. Mario | Neutral | Side | Up | Down |
Moveset 1 | 5-6%| 7-8%| 13%|Up to 8%|
Moveset 2 | 1-2%| 12-13%|No Damage|No Damage|
Moveset 3 |Up to 15%| 5-6%|Up to 23%|Up to 17%|
===========================================================
Neutral 1 | Megavitamins = Throw a vitamin capsule that bounces off the ground.
Neutral 2 | Fast Capsule = Throw a capsule that flies swift and true. Not
strong, but easy to use repeatedly.
Neutral 3 | Mega Capsule = Throws a large, slow-moving capsule. Short ranged,
but hits multiple times.
Side 1 | Super Sheet = A sheet that reflects projectiles. Has a short
reach but a wide vertical range.
Side 2 | Shocking Sheet = Launch foes with an electrically charged sheet.
Can't reflect projectiles, though.
Side 3 | Breezy Sheet = Use your sheet to whip up a gale that damages foes
while pushing them back.
Up 1 | Super Jump Punch = This rising punch may have no coins involved,
but it's extra powerful at the start of the jump.
Up 2 | Super Jump = A slow jump that travels higher. No attack
power, but you can move horizontally.
Up 3 | Ol' One-Two = A burning uppercut. Not much height, but causes
a powerful explosion at its peak.
Down 1 | Dr. Tornado = Spins repeatedly. You can move sidways while
spinning and press the button repeatedly to rise.
Down 2 | Soaring Tornado = A rapid spin that creates wind and launches
foes. Rises high, but can't move very far horizontally.
Down 3 | Clothesline Tornado = A spin that launches opponents you collide
with. Slow, but has high launching power.
___________________________________________________________
Duck Hunt | Neutral | Side | Up | Down |
Moveset 1 | 8-13%|Up to 12%|No Damage| 4-7%|
Moveset 2 | 7-12%| 2-8%|Up to 8%| 6-9%|
Moveset 3 | 8-18%|Up to 13%|No Damage| 3-6%|
===========================================================
Neutral 1 | Trick Shot = Kick an explosive can. Press the button to
shoot it, bouncing it and boosting its power.
Neutral 2 | High-Explosive Shot = Kick a can into the air more quickly.
Explodes as soon as you shoot it.
Neutral 3 | Zigzag Shot = Kick a can that moves back and forth as you
shoot it. The shots knock foes into the air.
Side 1 | Clay Shooting = Toss a clay pigeon. Press the button again to fire
a volley of three shots at its position.
Side 2 | Rising Clay = Toss a clay pigeon that can't be shot. The farther
it goes, the more it hurts.
Side 3 | Clay Break = Toss a clay pigeon that's harder to shoot, but the
shots deal more damage.
Up 1 | Duck Jump = Use the duck's wings to fly. You can control
which direction you fly in.
Up 2 | Duck Jump Snag = The duck flies and the dog bites nearby fighters.
You can't fly for long, though.
Up 3 | Super Duck Jump = Fly high into the air, causing a gust of wind
that pushes opponents aside.
Down 1 | Wild Gunman = Call one of five gunmen who each shoot at
different speeds. They can be defeated.
Down 2 | Quick Draw Aces = Call one of five gunmen. They fire more qickly,
but their shots don't travel very far.
Down 3 | Mega Gunman = Call a bigger but slower gunman with high defense
to aid you.
___________________________________________________________
Falco | Neutral | Side | Up | Down |
Moveset 1 | 3%| 7%|Up to 9%| 5%|
Moveset 2 | 2-6%|No Damage| 2%| 2%|
Moveset 3 | 1%| 12%| 8%| 9%|
===========================================================
Neutral 1 | Blaster = A blaster shot that can't be fired very rapidly
but makes enemies flinch.
Neutral 2 | Explosive Blaster = Fires a shot that slows down as it travels and
explodes just before it stops.
Neutral 3 | Burst Blaster = Fires faster shots, but the power and range are
decreased.
Side 1 | Falco Phantasm = Dash forward with incredible speed, knocking
opponents into the air.
Side 2 | Falco Phase = You can't be hit while dashing, but the move
doesn't hit opponents, either.
Side 3 | Falco Charge = A shorter dash that hits much harder at the
beginning of the move.
Up 1 | Fire Bird = Wrap yourself in flame, and dash through the
air in the direction of your choosing.
Up 2 | Fast Fire Bird = Same as Fire Bird, but you can dash instantly.
You don't go as far, though.
Up 3 | Distant Fire Bird = Takes longer to charge, but flies farther and
hits enemies harder.
Down 1 | Reflector = Kick out an energy shield that reflects
projectiles and deals damage.
Down 2 | Accele-Reflector = Only reflects when moving forward, but sends
them back stronger than normal.
Down 3 | Reflector Void = Destroys shots rather than reflecting them. The
reflector itself does more damage.
___________________________________________________________
Fox | Neutral | Side | Up | Down |
Moveset 1 | 2%| 3%|Up to 28%| 2%|
Moveset 2 | 2-3%| 13%|No Damage|No Damage|
Moveset 3 | -11%| 3%|UP to 13%|No Damage|
===========================================================
Neutral 1 | Blaster = Rapid-fire laser that deal damage but don't knock
opponents back.
Neutral 2 | Impact Blaster = Slower laser that deal damage and knock opponents
back.
Neutral 3 | Charge Blaster = Charge up to fire a single, power laser. It's slow
but deals a lot of damage.
Side 1 | Fox Illusion = Dash through opponents at great speed to knock them
into the air.
Side 2 | Fox Burst = The dash itself deals no damage, but an explosion
occurs where you stop.
Side 3 | Wolf Flash = Dash into the air at an angle. When it hits, it
sends opponents crashing downward.
Up 1 | Fire Fox = Engulf yourself in flames and rocket skyward. You
can change the direction while charging.
Up 2 | Flying Fox = Sends you high into the air at high speed, but deals
no damage.
Up 3 | Twisting Fox = Spin to pull opponents in, then rise into the air,
hitting multiple times on the way.
Down 1 | Reflector = A shield that reflects projectiles, upping
their speed and power.
Down 2 | Big Reflector = A larger reflective shield that doesn't
power up reflected projectiles.
Down 3 | Amplifying Reflector = Sends projectiles back with twice the speed
and power, but it takes longer to activate.
___________________________________________________________
Ganondorf | Neutral | Side | Up | Down |
Moveset 1 | 30%| 12-15%| 11%| 10-15%|
Moveset 2 | 18-22%| 18-20%| 17%| 6-11%|
Moveset 3 | 9-16%|Up to 15%| 4%| 10-14%|
===========================================================
Neutral 1 | Warlock Punch = Channel dark energy into a devastating punch.
Difficult to interrupt.
Neutral 2 | Warlock Blade = Draw a sword and thrust it forward. The blade's
tip deals the most damage.
Neutral 3 | Warlock Thrust = A faster, explosive "Warlock Punch". Make sure
your first hits home for max damage.
Side 1 | Flame Choke = Rush forward to grab an enemy. Grabbed enemies will
be thrown straight down.
Side 2 | Flame Wave = Dash forward to grab an enemy and blast them into the
air into other enemies.
Side 3 | Flame Chain = Dash forward and strike enemies repeatedly rather
than grab them.
Up 1 | Dark Dive = Jump up and grab an enemy, and then shock and launch
them.
Up 2 | Dark Fists = Punch opponents into the air, and then hit them in
midair to send them higher.
Up 3 | Dark Vault = Jump extra high, but you can only grab at the
beginning or end of the attack.
Down 1 | Wizard's Foot = A magic kick that flies straight when on the
ground and diagonally down when airborne.
Down 2 | Wizard's Dropkick = Jump low into the air before doing the flying
kick.
Down 3 | Wizard's Assault = A faster flying kick that goes through foes. In
the air, the kick goes straight down.
___________________________________________________________
Greninja | Neutral | Side | Up | Down |
Moveset 1 | 3-12%| 10-12%| 2-6%| 11%|
Moveset 2 |Up to 14%| 15-17%|No Damage| 10%|
Moveset 3 | 3%| 6-7%| 5%| 15%|
===========================================================
Neutral 1 | Water Shuriken = Fire a shurken of water straight ahead. Charge
it up to make the shuriken grow!
Neutral 2 | Stagnant Shuriken = Fires a water shuriken that hovers in place
wherever it is created.
Neutral 3 | Shifting Shuriken = Fire two different types of shurken depending
on whether you tap the button to hold it.
Side 1 | Shadow Sneak = Send a shadow along the ground. Release the button
to warp to that point and strike!
Side 2 | Shadow Strike = A slower, more powerful form of "Shadow Sneak" that
delivers a truly decisive blow.
Side 3 | Shadow Dash = Instantly warp a set distance. Less flexible than
the standard "Shadow Sneak", but more speedy.
Up 1 | Hydro Pump = Fire a powerful water jet, propelling you in
whiever direction you have pressed.
Up 2 | High-Capacity Pump = Fire two jets for a bigger boost. Slower than
"Hydro Pump", but easier to control.
Up 3 | Single-Shot Pump = Rocket skyward with a single short blast.
Travels high, but you can't change direction.
Down 1 | Substitute = Evade an incoming enemy attack by summoning a
substitute, and then counterattack.
Down 2 | Exploding Attack = Vanish momentarily, and then reappear with a
power explosion. Not a counterattack.
Down 3 | Substitute Ambush = Evade an enemy attack with a substitute, and
then launch a slow but extra-powerful counter.
___________________________________________________________
Ike | Neutral | Side | Up | Down |
Moveset 1 | 10-35%| 6-13%|Up to 20%| 10%|
Moveset 2 | 5-14%| 3- 4%|Up to 19%| 1%|
Moveset 3 | 7-32%| 7-19%|Up to 12%| 15%|
===========================================================
Neutral 1 | Eruption = Plunge your sword into the ground, triggering a
fiery burst. Hurts you when fully charged.
Neutral 2 | Tempest = Plunging the sword into the ground creates a
wind gust that pushes opponents away.
Neutral 3 | Furious Eruption = The eruption covers a wider area the more you
charge it, but it also harms you.
Side 1 | Quick Draw = Lunge forward and slash at any foe in your path.
Can be charged.
Side 2 | Close Combat = A faster forward lunge that ends with a body
blow that launches foes.
Side 3 | Unyielding Blade = Grants super armor during the charge and lunge,
but the lunge is slower and shorter.
Up 1 | Aether = Throw your sword up, jump to grab it, and then swing
it on the way down.
Up 2 | Aether Drive = Throw your sword diagonally up, jump to grab it, and
then swing it on the way down.
Up 3 | Aether Wave = Creates a shock wave when hitting the ground, but
it's less powerful than normal.
Down 1 | Counter = Block and counter an enemy attack. The
strength of your strike depends on their attack.
Down 2 | Paralyzing Counter = A counter that paralyzes enemies instead of
dealing damage.
Down 3 | Smash Counter = Deliver a slower, more powerful attack when
countering.
___________________________________________________________
Jigglypuff | Neutral | Side | Up | Down |
Moveset 1 | 13-14%| 11%|No Damage| 20-55%|
Moveset 2 | 2-4%| 7%| 4-6%| 10-42%|
Moveset 3 | 12-23%|Up to 9%| 1-2%| 15%|
===========================================================
Neutral 1 | Rollout = A rolling attack that can be charged to
acheive incredible speeds.
Neutral 2 | Relentless Rollout = An unstoppable rolling attack that keeps going
even after bumping into enemies.
Neutral 3 | Raging Rollout = A rolling attack that can't be turned around.
When fully charged, it has serious power.
Side 1 | Pound = Stop forward and slap your opponent so hard they
fly straight into the air.
Side 2 | Sidways Pound = Stop opponents, and launch them sideways.
Side 3 | Pound Blitz = A lunging strike that send you sliding across the
ground. Can hit multiple times.
Up 1 | Sing = A soothing song that causes extreme drowsiness in
nearby opponents.
Up 2 | Hyper Voice = A funky tune that sends opponents reeling backward if
they get too close.
Up 3 | Spinphony = A thrilling melody that somehow spins enemies around
where they stand.
Down 1 | Rest = A well-earned nap. Use it while touching a foe to
unleash its hidden power.
Down 2 | Leaping Rest = A well-earned nap...with added altitude. No one will
disturb you all the way up there.
Down 3 | Wakie Wakie = A short yet peaceful nap. Oh, and you explode when
you wake up. Not so peaceful, I guess.
___________________________________________________________
King Dedede | Neutral | Side | Up | Down |
Moveset 1 | 10%| 11-24%| 11-26%| 11-38%|
Moveset 2 |Up to 13%| 10-21%| 15%| 9-24%|
Moveset 3 | 12%| 6-16%| 16%| 6-18%|
===========================================================
Neutral 1 | Inhale = Inhale opponents and spit them out as stars.
Neutral 2 | Dedede Storm = A cyclone from King Dedede's mouth that pulls foes
in, hits repeatedly, and launches upward.
Neutral 3 | Taste Test = Inhale opponents quickly, and spit them out as stars
instantly.
Side 1 | Gordo Throw = Throw a Gordo. If opponents attack it with the
right timing, they can hit it back.
Side 2 | Topspin Gordo = Throw a Gordo that moves slowly at first, then
kicks into high gear after it bounces.
Side 3 | Bouncing Gordo = Throw a Gordo that bounces back and forth. Lasts
awhile, but each hit doesn't hurt much.
Up 1 | Super Dedede Jump = A big jump, and then a downward crash. Press up
to cancel it.
Up 2 | Rising Dedede = A big jump that attacks on the way up instead
of the way down.
Up 3 | Quick Dedede Jump = A jump and crash that's extra fast but doesn't
go as high or hit as hard.
Down 1 | Jet Hammer = You can charge it while walking around, but
charge for too long and you'll take damage.
Down 2 | Armored Jet Hammer = Charging gives you super armor, but charging
fully hurts you more. Also deals less damage.
Down 3 | Dash Jet Hammer = Pushes you backward while charging, and sends
you dashing forward when you attack.
___________________________________________________________
Kirby | Neutral | Side | Up | Down |
Moveset 1 | 10%| 19-35%|Up to 12%| 18%|
Moveset 2 |Up to 12%| 18-21%| 10-15%| 6-16%|
Moveset 3 | 8%| 22-40%| 10%| 10-12%|
===========================================================
Neutral 1 | Inhale = Inhale an opponent. You can then copy one of their
abilities or spit them out as a star.
Neutral 2 | Ice Breath = Breathe cold air to freeze nearby opponents.
Neutral 3 | Jumping Inhale = Leap forward and inhale an opponent. The star you
can spit out won't do damage though.
Side 1 | Hammer Flip = A powerful hammer attack that can launch foes.
Dangerous when fully charged.
Side 2 | Hammer Bash = A hammer swing that sends victims flying skyward.
Powerful, but can't be charged.
Side 3 | Giant Hammer = Swing an enormous hammer. It's slow but deals a lot
of damage.
Up 1 | Final Cutter = Jump high into the air, striking on the way up and
down. Creates a shock wave when landing.
Up 2 | Wave Cutter = Jump high into the air, and then slam down to the
ground, sending rocks flying.
Up 3 | Upper Cutter = Strike powerfully as you rise through the air. You
can't attack on the way down.
Down 1 | Stone = Turn into a heavy object and plummet. You'll take
no damage while transformed.
Down 2 | Grounding Stone = Takes longer to transform, but can bury opponents.
Down 3 | Meteor Stone = Has a meteor effect on foes you hit while
falling, but it takes longer to transform back.
___________________________________________________________
Link | Neutral | Side | Up | Down |
Moveset 1 | 4-12%| 7%| 12%| 5%|
Moveset 2 | 1-20%| 3-9%| 9-14%| 7-8%|
Moveset 3 | 2-8%|Up to 6%|No Damage| 5%|
===========================================================
Neutral 1 | Hero's Bow = Fires an arrow. The longer you hold the button, the
stronger the shot.
Neutral 2 | Power Bow = Shorter-range arrows, but if you draw the bow
fully, they'll deal a hefty blow.
Neutral 3 | Quickfire Bow = Rapid-fire arrows that can pass through enemies to
hit others.
Side 1 | Gale Boomerang = Deals damage on its way out, and can pull
opponents toward you on tis way back
Side 2 | Boomerang = A normal boomerang with good attack power, but
it won't pull opponents.
Side 3 | Ripping Boomerang = A short-range boomerang that passes through
opponents, dealing multiple hits.
Up 1 | Spin Attack = Strike opponents while spinning. Acts as a jump if
used in midair.
Up 2 | Shocking Spin = Strong and electrical, but sidways motion is
reduced and it leaves you vulnerable.
Up 3 | Whirling Leap = Sends you soraing high into the air, but doesn't
deal any damage to opponents.
Down 1 | Bomb = Pull out a throwable bomb that explodes on impact or
when the fuse runs out.
Down 2 | Giant Bomb = Pull out a huge bomb that makes a huge boom. (Where
the heck does Link keep these things?!)
Down 3 | Meteor Bomb = Pull out a short-fused bomb that has a meteor effect
on airborne foes.
___________________________________________________________
Little Mac | Neutral | Side | Up | Down |
Moveset 1 | 9-25%| 14%|Up to 10%| 10%|
Moveset 2 |Up to 16%| 9%| 3%| 5%|
Moveset 3 | 10-20%| 18%| 4-20%| 7%|
===========================================================
Neutral 1 | Straight Lunge = Blast forward with a powerful punch.
Press once to charge and againt to strike.
Neutral 2 | Flaming Straight Lunge = Blast forward with a flaming punch that
hits multiple times before launching opponents.
Neutral 3 | Stunning Straight Lunge = Blast through opponents at high speed.
Will stun and launch at full charge.
Side 1 | Jolt Haymaker = Leap forward, dodging low attacks, and deliver a
punch. Press again to punch early.
Side 2 | Grounding Blow = Jump high into the air to whack opponents downward
and bury them.
Side 3 | Guard Breaker = A slower but more powerful "Jolt Haymaker" that
can't be blocked by shields.
Up 1 | Rising Uppercut = Punch upward while twisting into the air. Hits
opponents multiple times.
Up 2 | Tornado Uppercut = A twisting uppercut that reaches greater
heights. Knock foes away, only hitting them once.
Up 3 | Rising Smash = Pop up foes, and then leap up to deliver an
extra-powerful punch. Doesn't go very high.
Down 1 | Slip Counter = Wait for your opponent to attack, and then
counter with an uppercut.
Down 2 | Compact Counter = A weaker counterattack that doesn't knock foes
very far, allowing for easy follow-up combos.
Down 3 | Dash Counter = The counter window is shorter, but you dash
forward to strike, making it useful at range.
___________________________________________________________
Lucario | Neutral | Side | Up | Down |
Moveset 1 | 4-11%| 7-8%|No Damage| 7-8%|
Moveset 2 | 3-28%| 6%|No Damage| 6%|
Moveset 3 | 2- 4%| 4%| 2%| 2%|
===========================================================
Neutral 1 | Aura Sphere = Charge a ball of energy that can damage foes
even while powering up. Press again to launch it.
Neutral 2 | Snaring Aura Sphere = Charge a slow-moving energy ball that draws
opponents in and damages them.
Neutral 3 | Piercing Aura Sphere = Charge a faster, weaker energy ball that
passes through foes.
Side 1 | Force Palm = A punch that unleashes concentrated
energy. Will grab the enemy if they're close enough.
Side 2 | Advancing Force Palm = Dash forward while using "Force Palm".
If it doesn't connect, you're left open to attacks.
Side 3 | Long-Distance Force Palm = A "Force Palm" attack with more range
but less damage.
Up 1 | Extreme Speed = A dash through the air that ends in an
attack. you can swerve midflight with directional input.
Up 2 | Ride the Wind = Fly through the air longer but slower than
"Extreme Speed". Doesn't do damage.
Up 3 | Extreme Speed Attack = Leaves you vulnerable at the start, but
sends opponents flying at any point during the dash.
Down 1 | Double Team = Prepare for an incoming attack, and
counterattack with a sliding kick if struck.
Down 2 | Glancing Counter = Dodge to avoid taking damage, and then
immediately strike with a strong punch.
Down 3 | Stunnind Double Team = A counter move that can paralyze your
opponent if timed correctly.
___________________________________________________________
Lucina | Neutral | Side | Up | Down |
Moveset 1 | 8-21%| 3-22%| 11%| 8-11%|
Moveset 2 | 3-10%| 2-11%| 7%| 4%|
Moveset 3 | 5-15%| 7-19%|No Damage| 6-9%|
===========================================================
Neutral 1 | Shield Breaker = Thrust the sword forward to pierce through
shields. Can be charged.
Neutral 2 | Storm Thrust = Thrust the sword forward. The tip creates a gust
of wind that pushes opponents back.
Neutral 3 | Dashing Assault = Thrust while dashing forward. Deals slightly less
damage than normal.
Side 1 | Dancing Blade = Attack up to four times. Press up or down to
change the combo type.
Side 2 | Effortless Blade = You can't change the combo type, but you can
wait longer between attacks. Lower damage.
Side 3 | Heavy Blade = Each strike is stronger but launches foes,
making it hard to pull off a combo.
Up 1 | Dolphin Slash = Strike upward with your sword as your rise into
the air. Deal most damage at the start.
Up 2 | Crescent Slash = Rise in an arc while attacking. Deals most damage
at the midpoint. Doesn't go as high.
Up 3 | Dolphin Jump = Jump really high, but you won't deal any damage.
Down 1 | Counter = Prepare for an attack and strike back if hit. The
power depends on your enemy's attack.
Down 2 | Easy Counter = Your counter stance lasts longer, but the attack
power is lower.
Down 3 | Iai Counter = A successful counter knocks opponents behind you.
Faster but does less damage.
___________________________________________________________
Luigi | Neutral | Side | Up | Down |
Moveset 1 | 6%| 9-21%| 1 or 25%|Up to 9%|
Moveset 2 | 4-6%| 10-18%| 1 or 18%|No Damage|
Moveset 3 | 4%| 8-20%| 1 or 17%|Up to 16%|
===========================================================
Neutral 1 | Fireball = Throw a fireball straight ahead. It will bounce
if it hits a wall or the ground.
Neutral 2 | Bouncing Fireball = Throw a fireball that bounces along the ground.
Gradually loses power.
Neutral 3 | Iceball = Throw a slow-moving, icy ball at your foes.
Side 1 | Green Missile = A sideways dive that can be charged. It's Luigi,
so this move can backfire.
Side 2 | Floating Missile = Flies sideways in a straight line. Charges up
quickly, but doesn't do a lot of damage.
Side 3 | Quick Missile = Fly faster and farther than normal, sliding
across the ground if you miss.
Up 1 | Super Jump Punch = Punch up through the air. Stronger at the start
of the move.
Up 2 | Fiery Jump Punch = Easier to get a critical hit at the start, but
you don't jump as high
Up 3 | Buriel Header = Can bury opponents on the way down, but no
critical hits on the way up.
Down 1 | Luigi Cyclone = A spinning attack that can be moved sideways.
Tap the button quickly to rise.
Down 2 | Mach Cyclone = A spin that pushes opponents. Not much
sideways movement, but can rise quite far.
Down 3 | Clothesline Cyclone = A slow but powerful whirlwind slap that sends
opponents flying sideways.
___________________________________________________________
Mario | Neutral | Side | Up | Down |
Moveset 1 | 4-5%| 4%|Up to 12%|No Damage|
Moveset 2 | 1-3%| 11%|No Damage|Up to 9%|
Moveset 3 |Up to 12%| 5%| 21%|No Damage|
===========================================================
Neutral 1 | Fireball = Throws a fireball that bounces along the ground.
Neutral 2 | Fast Fireball = Throws a faster, slightly weaker fireball straight
ahead.
Neutral 3 | Fire Orb = Throws a big ball of fire. Slow, but hits
repeatedly before disappearing.
Side 1 | Cape = Whips out a cape to spin opponents around and
reflect projectiles.
Side 2 | Shocking Cape = Whips out a cape that zaps opponents. Doesn't
reflect projectiles.
Side 3 | Gust Cape = Create a gust of wind with low attack power that
can push opponents.
Up 1 | Super Jump Punch = A rising punch that hits repeatedly.
Up 2 | Super Jump = More jump than the "Super Jump Punch", but with
none of the punch.
Up 3 | Explosive Punch = Less Jump than the "Super Jump Punch", but with
an explosive punch at the top.
Down 1 | F.L.U.D.D. = Blasts opponents with water. It can be
charged and aimed at an angle.
Down 2 | Scalding F.L.U.D.D. = Shoots hot water a short distance. Burns
opponents on contact.
Down 3 | High-Pressure F.L.U.D.D. = Takes a while to fully charge, but
blasts opponents with torrents of water.
___________________________________________________________
Marth | Neutral | Side | Up | Down |
Moveset 1 | 22-24%| 3-22%| 11%| 8-9%|
Moveset 2 | 11%| 2-11%| 7%| 4%|
Moveset 3 | 9-16%| 7-16%|No Damage| 6%|
===========================================================
Neutral 1 | Shield Breaker = Thrust the sword forward. Can be charged. Great
for breaking shields.
Neutral 2 | Storm Thrust = Thrust the sword forward, creating a gust of wind
that knocks opponents back.
Neutral 3 | Dashing Assault = Thrust while dashing forward. Deals slightly less
damage than normal.
Side 1 | Dancing Blade = Press repeatedly to unleash a sword combo. Press
up or down to change the attacks.
Side 2 | Effortless Blade = You can't change the combo type, but you can
wait longer between attacks. Lower damage.
Side 3 | Heavy Blade = Each strike is stronger but launches foes,
making it hard to pull off a combo.
Up 1 | Dolphin Slash = Strike upward with your sword as your rise into
the air. Deal most damage at the start.
Up 2 | Crescent Slash = Rise in an arc while attacking. Deals most damage
at the midpoint. Doesn't go as high.
Up 3 | Dolphin Jump = Jump really high, but you won't deal any damage.
Down 1 | Counter = Prepare for an attack and strike back if hit. The
power depends on your enemy's attack.
Down 2 | Easy Counter = Your counter stance lasts longer, but the attack
power is lower.
Down 3 | Iai Counter = A successful counter knocks opponents behind you.
Faster but does less damage.
___________________________________________________________
Mega Man | Neutral | Side | Up | Down |
Moveset 1 | 3-6%| 8%|No Damage|Up to 6%|
Moveset 2 | 8%| 4%|Up to 6%|No Damage|
Moveset 3 |Up to 4%|Up to 13%|No Damage| 3-9%|
===========================================================
Neutral 1 | Metal Blade = Metal Man's spinning saw. It goes through foes. The
direction it travels can be chosen.
Neutral 2 | Hyper Bomb = Bomb Man's weapon. Throw bombs in an arc that
explode on contact with an opponent.
Neutral 3 | Shadow Blade = Shadow Man's spinning blade. It flies a set distance
and returns to you.
Side 1 | Crash Bomber = Crash Man's weapon. Fire a bomb that will attach to
any opponent in its path and explode.
Side 2 | Ice Slash = Ice Man's weapon. Fire an ice projectile that will
freeze enemies upon contact.
Side 3 | Danger Wrap = Burst Man's weapon. Fire an explosive projectile
that arcs steeply upward.
Up 1 | Rush Coil = Summon your faithful dog, Rush, to propel you to new
heights.
Up 2 | Tornado Hold = Tengu Man's weapon. A tornado-blowing fan sends you
hurtling skyward to damage enemies.
Up 3 | Beat = Summon the bird-type robot Beat to carry you through
the air.
Down 1 | Leaf Shield = Wood Man's rotating shield. It hurts foes who get
close. Press again to fire the leaves.
Down 2 | Skull Barrier = Skull Man's weapon. A rotating barrier of skulls
that reflects enemy projectiles.
Down 3 | Plant Barrier = Plant Man's weapon. The deadly petals provide great
protection but don't travel far when fired.
___________________________________________________________
Meta Knight | Neutral | Side | Up | Down |
Moveset 1 |Up to 22%|Up to 11%| 9-15%| 16%|
Moveset 2 | 9%|Up to 8%| 8-13%| 8-10%|
Moveset 3 |Up to 13%|Up to 11%| 9%| 15-17%|
===========================================================
Neutral 1 | Mach Tornado = Twirl and hit enemies multiple times. Press
repeatedly to increase spin.
Neutral 2 | Entangling Tornado = Pull enemies in, and then hit them straight up
into the air.
Neutral 3 | Dreadful Tornado = A more powerful "Mach Tornado" but the amount
of spins can't be increased.
Side 1 | Drill Rush = Spin into opponents with your sword. You can
change the angle a bit.
Side 2 | High-Speed Drill = Faster than "Drill Rush", but the angle can't
be changed.
Side 3 | Shieldbreaker Drill = A "Drill Rush" designed to break shields.
Attack power and distance are reduced.
Up 1 | Shuttle Loop = Fly into the air and strike, and then strike
again after looping.
Up 2 | Blade Coaster = Fly forward instad of up. Enemies hit will be
launched at a lower angle.
Up 3 | Lazy Shuttle Loop = Do a slow loop, and then strike hard while
rising quickly.
Down 1 | Dimensional Cape = Vanish, teleport in any direction, and then
attack when reappearing.
Down 2 | Shield Piercer = The attack penetrates shields, but the power and
distance are lower.
Down 3 | Stealth Smasher = Longer travel distance, but you're left
vulnerable for longer.
___________________________________________________________
Mii Brawler | Neutral | Side | Up | Down |
Moveset 1 | 11-14%|Up to 9%|Up to 11%|Up to 20%|
Moveset 2 | 7-21%| 10-17%|Up to 17%| 7%|
Moveset 3 | 22-24%| 12%|Up to 10%|Up to 13%|
===========================================================
Neutral 1 | Shot Put = This iron ball makes an impact, but it
doesn't go very far.
Neutral 2 | Ultimate Uppercut = A devastating uppercut charged up with all
your might.
Neutral 3 | Exploding Side Kick = A kick so explosive, it'll set the world on
fire (or at least your leg).
Side 1 | Onslaught = Rush forward to deliver a flurry of kicks, and
then finish with an uppercut.
Side 2 | Burning Dropkick = A fiery dropkick with decent range. Charge it to
really turn up the heat!
Side 3 | Headache Maker = Pummel your foes with a swing of your arms as
you descend from a jump.
Up 1 | Soaring Axe Kick = Hit'em on the way up while flipping, and hit'em
on the way down with an axe kick.
Up 2 | Helicopter Kick = A series of spin kicks delivered while soaring
diagonally into the air.
Up 3 | Piston Punch = A storm of rising punches, carrying both you and
your foes into the air for a high-flying combo.
Down 1 | Head-On Assault = Crash headfirst into the ground, burying any foes
standing nearby.
Down 2 | Feint Jump = An invincible leap out of danger that you can
combo into a mighty kick.
Down 3 | Foot Flurry = A flurry of kicks. On the ground you'll charge
forward, but in the air you'll stay in place.
___________________________________________________________
Mii Gunner | Neutral | Side | Up | Down |
Moveset 1 | 3-21%| 5-9%| 6-7%| 1%|
Moveset 2 | 2-3%| 10-11%|Up to 17%| 8-9%|
Moveset 3 |Up to 7%| 9-10%|No Damage|No Damage|
===========================================================
Neutral 1 | Charge Blast = A straight plasma shot. Charge it for extra
firepower.
Neutral 2 | Laser Blaze = A rapid-fire laser beam that will do damage but
won't make foes flinch.
Neutral 3 | Grenade Launch = A grenade thrown in an arc that explodes on impact.
Side 1 | Flame Pillar = Fire a blast diagonally toward the ground,
creating a miniature inferno on impact.
Side 2 | Stealth Burst = A stealthy sho that explodes when you release the
button.
Side 3 | Gunner Missile = Fires a guided missile. Alternatively, enter the
move like a smash attack for a super missile!
Up 1 | Lunar Launch = Shoot downward, and the recoil will rocket you
into the air.
Up 2 | Cannon Uppercut = An uppercut powered by a downward blast that can
dunk airborne foes.
Up 3 | Arm Rocket = Take to the sky using jet propulsion. The
direction of flight can be adjusted left or right.
Down 1 | Echo Reflector = Reflects enemy projectiles, sending them back
even stronger than they were before.
Down 2 | Bomb Drop = A thrown bomb that rolls a short distance on the
ground.
Down 3 | Absorbing Vortex = Sucks in enemy projectiles, forming a barrier
that also heals your damage.
___________________________________________________________
Mii Swordfighter | Neutral | Side | Up | Down |
Moveset 1 | 3-11%| 7-15%|Up to 13%| 7-8%|
Moveset 2 | 3-4%| 5-10%|Up to 11%| 5-6%|
Moveset 3 | 9-23%| 6%| 5-12%| 7-12%|
===========================================================</pre><pre id="faqspan-2">
Neutral 1 | Gale Strike = A blade technique that sends a tornado hurtling
forth.
Neutral 2 | Shuriken of Light = A small throwing weapon made of light that
flies straight forward.
Neutral 3 | Blurring Blade = A flurry of sword slashes. Charge it longer for
extra power.
Side 1 | Airborne Assault = Flip forward to strike a foe, and then rebound
off of them.
Side 2 | Slash Launcher = Rush through anyone in your path, and launch
them upward.
Side 3 | Chakram = A throwing weapon that you can guide with
directional inputs.
Up 1 | Stone Scabbard = A high jump followed by a firm downward strike
with your sword.
Up 2 | Skyward Slash Dash = A flurry of slashes that sends you in the
direction of your choice.
Up 3 | Hero's Spin = A spinning sword attack that sends you upward
if used in the air.
Down 1 | Blade Counter = Counter an enemy attack. The strength of your
strike depends on their attack.
Down 2 | Reversal Slash = Creates a rainbow that reflects projectiles. Can
also flip foes around if it hits them.
Down 3 | Power Thrust = A high-speed strike that goes forward on the
ground and diagonally down in the air.
___________________________________________________________
Mr. Game & Watch | Neutral | Side | Up | Down |
Moveset 1 | 4-10%|Up to 32%|No Damage| 42%|
Moveset 2 | 7-10%| 5 or 23%| 16%| 10%|
Moveset 3 | 1-3%|See Below| 8-12%| 30-37%|
===========================================================
Neutral 1 | Chef = Fling inedible food from a frying pan. Hold down
the button to fling five foods in a row.
Neutral 2 | XXL Chef = Flings massive food (still inedible). Lower
range and slower, but more powerful.
Neutral 3 | Short-Order Chef = Quickly flings mini bits of food from a frying
pan. lower attack power, but longer range.
Side 1 | Judge = Swing your hammer. The power changes depending on
the number displayed.
Side 2 | Extreme Judge = Only "1" or "9" will appear, but the latter isn't
quite as devastating as usual.
Side 3 | Chain Judge = The number shown on the card quals the number of
continuous hits dealt.
Damage #: 1 = 1%; 2 = 5%; 3 = 9%; 4 = 11%; 5 =
15%; 6 = 17%; 7 = 19%; 8 = 21%; 9 = 28%
Up 1 | Fire = Launch into the air and open a parachute,
allowing you to glide down.
Up 2 | Heavy Trampoline = Lower vertical distance, but you do more damage
on the way up.
Up 3 | Trampoline Launch = Launches you and any foes next to you into the
air. No parachute included.
Down 1 | Oil Panic = Collect energy-based projectiles in a bucket.
Once it's full, do the move again to throw oil.
Down 2 | Efficient Panic = The bucket fills more quickly, but it deals less
damage.
Down 3 | Panic Overload = The bucket has a smaller absorption area, but the
attack area is larger.
___________________________________________________________
Ness | Neutral | Side | Up | Down |
Moveset 1 |Up to 37%|Up to 16%| 8%|No Damage|
Moveset 2 |Up to 28%|Up to 41%|Up to 23%| 10%|
Moveset 3 |Up to 19%| 9%| 12%| 9%|
===========================================================
Neutral 1 | PK Flash = An electrical blast that explodes after a while
or when you release the button.
Neutral 2 | Rising PK Flash = A PK Flash that just keeps rising. Lower on power
and sideways motion.
Neutral 3 | PK Freeze = Like PK Flash, but freezes opponents when it hits.
Side 1 | PK Fire = A lightning bolt that erupts into a flame pillar
when it hits an opponent.
Side 2 | PK Bonfire = The lightning bolt doesn't travel as far, but the
flame pillars stick around longer.
Side 3 | PK Fire Burst = THe lightning bolt releases a single flame when it
hits. Knocks opponents farther.
Up 1 | PK Thunder = Fire a steerable ball of lightning. Hit
yourself with it to go flying.
Up 2 | Lasting PK Thunder = Doesn't disappear when it hits an opponent,
but deals less damage.
Up 3 | Rolling PK Thunder = A more powerful PK Thunder, but the lightning
ball moves more slowly.
Down 1 | PSI Magnet = Create a psychic field that absorbs
energy-based projectiles to heal damage.
Down 2 | PSI Vacuum = Pull opponents in, and then deal damage at the
end of the move. Does not pull projectiles in.
Down 3 | Forward PSI Magnet = The field appears in front of you. It can
launch foes when vanishing, as well as absorbing projectiles.
___________________________________________________________
Pac-Man | Neutral | Side | Up | Down |
Moveset 1 |See Below| 6-12%| 7%| 9%|
Moveset 2 |See Below| 1- 8%|Up to 7%| 6%|
Moveset 3 |See Below| 10-19%|Up to 8%| 9%|
===========================================================
Neutral 1 | Bonus Fruit = Summon a variety of fruit to throw at your foes.
Some of them seem a little less edible, though...
Apple = 9% Bell = 8% Cherry =
4% Galaxian = 9%
Key = 15% Melon = 12% Orange =
8% Strawberry = 6%
Neutral 2 | Freaky Fruit = Summon fruit that move in strange and unpredictable
ways, or even travel farther.
Apple = 8% Bell = 5% Cherry =
2% Galaxian = 5%
Key = 9% Melon = 12% Orange =
5% Strawberry = 3%
Neutral 3 | Lazy Fruit = Summon slow-moving fruit that tend to stick around
for quite some time.
Apple = 6% Bell = 7% Cherry =
1% Galaxian = 7%
Key = 7% Melon = 8% Orange =
5% Strawberry = 3%
Side 1 | Power Pellet = Summon a row of Pac-Dots ending in a Power
Pellet, and send PAC-MAN on a retro dash.
Side 2 | Distant Power Pellet = Summon Pac-Dots that move faster and
farther, but your own movement is slower.
Side 3 | Enticing Power Pellet = Summon a row of Pac-Dots that pull your
opponents toward them.
Up 1 | Pac-Jump = Bounce high into the air with a trampoline that
sticks around for a little while.
Up 2 | Power Pac-Jump = Summon a trampoline that bounces you higher
than usual but doesn't stick around.
Up 3 | Meteor Trampoline = Bounce you less high. When it's red, it has the
meteor effect and can bury whoever jumps on it.
Down 1 | Fire Hydrant = Summon a fire hydrant that shoots powerful jets
of water that push nearby fighters.
Down 2 | On-Fire Hydrant = Summon a fire hydrant that unleashes fire instead
of water. Careful, it'll hurt you too!
Down 3 | Dire Hydrant = Summon a fire hydrant that will explode after a
while or when it hits the ground.
___________________________________________________________
Palutena | Neutral | Side | Up | Down |
Moveset 1 |Up to 8%| 5%|No Damage| 10%|
Moveset 2 |Up to 7%| 13%|No Damage|No Damage|
Moveset 3 |Up to 36%| 7%| 10-12%|Up to 8%|
===========================================================
Neutral 1 | Autoreticle = Fire energy blasts from your staff directly at an
opponent in front of you.
Neutral 2 | Explosive Flame = Create a blast in front of you that can hit
opponents multiple times.
Neutral 3 | Heavenly Light = Surround yourself in rays of light that damage
opponents.
Side 1 | Reflect Barrier = Cast a reflective wall taht moves forward a short
distance. Can be used to push rivals.
Side 2 | Angelic Missile = Hurtle forth and collide with enemis to send them
flying.
Side 3 | Super Speed = Dash headfirst into opponents. You can even jump
and attack while dashing.
Up 1 | Warp = Teleport in any direction. You can't attack or be
attacked while warping.
Up 2 | Jump Glide = Jump into the air and glide around. Move faster by
pressing left or right.
Up 3 | Rocket Jump = Create an explosion at your feet that blasts you into
the air. Also damages opponents.
Down 1 | Counter = Prepare for an opponent's attack, and strike
back when struck.
Down 2 | Lightweight = Makes you lighter and significantly faster,
but you'll also be easier to launch as a result.
Down 3 | Celestial Firework = Shoot a firework into the air. The firework
explodes when hit or after a short time.
___________________________________________________________
Peach | Neutral | Side | Up | Down |
Moveset 1 |Up to 18%| 10%|Up to 10%| 6-17%|
Moveset 2 | 3%| 11%|No Damage| 2-6%|
Moveset 3 |Up to 8%| 12%|No Damage| 9-18%|
===========================================================
Neutral 1 | Toad = Use Toad as an unwilling shield. If he gets hit, he
spreads spores.
Neutral 2 | Sleepy Toad = A counter that puts opponents in front of you to
sleep. Launches airborne opponents.
Neutral 3 | Grumpty Toad = Not a counterattack. Releases spores that deal minor
damage.
Side 1 | Peach Bomber = Jump sideways and deliver a powerful hip bash.
Side 2 | Flower Bomber = A hip bash that plants flowers on enemies'
heads. If you miss, you're left open to attacks.
Side 3 | Flying Peach Bomber = Rise into the air and deliver a hip bash.
Harder to land, but it's more powerful.
Up 1 | Peach Parasol = Jump high into the air and open your parasol.
Keep it open to slowly float down.
Up 2 | Parasol High Jump = Jump high into the air quickly, but you can't
open your parasol.
Up 3 | Light Parasol = The jump isn't very high, but opening the
parasol lifts you a little bit higher.
Down 1 | Vegetable = Pluck a veggie if on the ground. The veggie's power
depends on its mood.
Down 2 | Light Veggie = Pluck a slow-flying veggie from the ground. Can only
be used so many times in a row.
Down 3 | Heavy Veggie = Pluck a heavy veggie that doesn't go far but can
launch opponents.
___________________________________________________________
Pikachu | Neutral | Side | Up | Down |
Moveset 1 | 4- 6%| 6-21%| 2%| 8-15%|
Moveset 2 | 2- 3%| 2- 8%| 3%| 16-19%|
Moveset 3 | 3-10%| 2-32%| 5%| 5-11%|
===========================================================
Neutral 1 | Thunder Jolt = Send a ball of electricity bouncing along the stage.
Neutral 2 | Thunder Wave = The ball of electricity paralyzes foes but does
less damage.
Neutral 3 | Thunder Shock = Shoot a ball of electricity horizontally. Triggers
a small blast as it disappears.
Side 1 | Skull Bash = A flying headbutt that can be charged up.
Side 2 | Shocking Skull Bash = A flying headbutt that deals multiple hits.
The last hit has added launch power.
Side 3 | Heavy Skull Bash = Dives sideways. Deals more damage if it hits
near the start of the attack.
Up 1 | Quick Attack = A fast attack in any direction. Change
direction midmove to move a second time.
Up 2 | Meteor Quick Attack = A "Quick Attack" with a meteor effect. Potent
at the start and when changing direction.
Up 3 | Quick Feet = Doesn't move twice, but moves much farther
than Pikachu's other up specials.
Down 1 | Thunder = A lightning strike that deals more damage to
opponents if the bolt hits you.
Down 2 | Thunder Burst = An electrical burst around you that sends
opponents flying.
Down 3 | Distant Thunder = The thundercloud will appear higher up. Deals
more damage near the cloud.
___________________________________________________________
Pikmin & Olimar | Neutral | Side | Up | Down |
Moveset 1 |No Damage|See Below|No Damage|No Damage|
Moveset 2 |No Damage|See Below|No Damage|See Below|
Moveset 3 |See Below|See Below|No Damage| 1%|
===========================================================
Neutral 1 | Pikmin Pluck = Pluck a maximum of three Pikmin in this order:
red, yellow, blue, white, purple.
Neutral 2 | Hardy Pikmin Pluck = Pluck Pikmin that have more durability. It
takes longer to pluck them, though.
Neutral 3 | Explosive Pluck = Trigger an explosive effect when you pluck a
Pikmin, but Pikmin are less resilient.
(While plucking the explosion will deal varied
damage when Pikmin of certain color pop out)
Blue, Red, & Yellow = 8% Purple = 10%
White = 5%
Side 1 | Pikmin Throw = Throw your Pikmin, Most colors will stick to
opponents, but purple Pikmin will slam them.
(While clinging to opponents) Blue, Red, &
Yellow = Up to 12% Purple = Up to 6% White = Up to 40%
Side 2 | Sticky Pikmin Throw = Throw Pikmin that are harder to shake off,
but their attacks do less damage.
(While clinging to opponents) Blue, Red, &
Yellow = Up to 19% Purple = Up to 5% White = Up to 38%
Side 3 | Tackle Pikmin Throw = All Pikmin will behave like purple Pikmin:
they'll slam into opponents instead of sticking.
(When hitting your opponents) Blue, Red, &
Yellow = 5% Purple = 11% White = 3%
Up 1 | Winged Pikmin = Summon Winged Pikmin to fly you around. Less
effective if you have more Pikmin.
Up 2 | Winged Pikmin Jump = Winged Pikmin pull you straight up very
quickly, pushing any opponents aside.
Up 3 | Mighty Winged Pikmin = You can fly just as far with Pikmin in tow
as without, but you can't fly as far to begin with.
Down 1 | Pikmin Order = Blow your whistle to recall your Pikmin and change
their order.
Down 2 | Order Tackle = Recalled Pikmin will deal damage when returning,
but you're left vulnerable.
(While returning) Blue, Red, & Yellow = 3% Purple
= 2% White = 5%
Down 3 | Dizzy Whistle = Spin nearby opponents around as you recall your
Pikmin, but you're left open to attack.
___________________________________________________________
Pit | Neutral | Side | Up | Down |
Moveset 1 | 3-8%| 11%|No Damage|No Damage|
Moveset 2 | 5-11%| 13%| 9%| 5%|
Moveset 3 | 2-6%| 9%|No Damage|No Damage|
===========================================================
Neutral 1 | Palutena Bow = Fire a guidable arrow. While chargin, you can aim
the bow straight up.
Neutral 2 | Piercing Bow = Fire a stronger arrow that can pierce through foes.
Charging takes longer. Can't be guided.
Neutral 3 | Guiding Bow = Fire an arrow that can be guided much more easily
but has less power.
Side 1 | Upperdash Arm = Dash forward and uppercut opponents. Can deflect
projectiles.
Side 2 | Interception Arm = Acts as a counter, allowing you to uppercut
enemies if they try to hit you. No dash.
Side 3 | Quickdash Arm = A faster, longer dash that continues after the
uppercut, making it hard to control.
Up 1 | Power of Flight = Fly high through the air. The flight angle can be
changed while charging.
Up 2 | Striking Flight = The angle of flight can't be controlled as much,
but you deal damage at takeoff.
Up 3 | Breezy Flight = Doesn't fly as far, but creates a whilrwind
around Pit that can push enemies away.
Down 1 | Guardian Orbitars = Shields you front and back and reflects
projectiles, but you're vulnerable from above.
Down 2 | Impact Orbitars = The Orbitars damage foes and knock them back.
Won't shield you or reflect projectiles.
Down 3 | Amplifying Orbitars = Boosts the power of projectiles it reflects,
but the Oribtars can be broken more easily.
___________________________________________________________
R.O.B. | Neutral | Side | Up | Down |
Moveset 1 | 4-17%|Up to 10%|No Damage| 7-25%|
Moveset 2 | 3-15%| 2%| 5%| 12-19%|
Moveset 3 | 2-3%| 6%|No Damage| 3%|
===========================================================
Neutral 1 | Robo Beam = Fire a laser beam, but only when the LED on
your head is flashing. It can bounce off the floor.
Neutral 2 | Wide-Angle Beam = A "Robo Beam" that can be fired at a wider
range of angles but doesn't do quite as much damage.
Neutral 3 | Infinite Robo Beam = Never runs out of charge, but isn't as strong
as the standard "Robo Beam".
Side 1 | Arm Rotor = Hop forward with an arm-spinning attack. Can
also be used to reflect projectiles.
Side 2 | Reflector Arm = A longer arm spin that makes it easier to
reflect projectiles. No forward movement.
Side 3 | Backward Arm Rotor = Spin opponents around while knocking them
away. Its slow start leaves you open to attacks.
Up 1 | Robo Burner = Use your thrusters to fly or hover in the air.
You can also attack while airborne.
Up 2 | Robo Rocket = Quickly send you high into the air. unable to
hover like "Robo Burner".
Up 3 | High-Speed Burner = You can fly around faster, but it burns through
your fuel more quickly.
Down 1 | Gyro = Fire a spinning top. You can only have one on the stage
at a time. This attack can be charged.
Down 2 | Fire Gyro = Fire a flaming top. Deals more damage, but doesn't
travel as far.
Down 3 | Slip Gyro = Fire a slipper top that slides across the ground
instead of bouncing.
___________________________________________________________
Robin | Neutral | Side | Up | Down |
Moveset 1 |See Below|Up to 11%|Up to 10%|Up to 15%|
Moveset 2 |See Below|Up to 10%|Up to 10%|Up to 11%|
Moveset 3 |See Below| 7%| 7, 4%|Up to 19%|
===========================================================
Neutral 1 | Thunder = Lightning magic that can be charged to cast
Elthunder, Arcthunder, and Thoron
Thunder = 3%; Elthunder = 9%; Arcthunder = Up to
10%; Thoron = Up to 10%
Neutral 2 | Thunder+ = Cast stronger lightning magic. Can't be used as
many times in a row as "Thunder".
Thunder = 5%; Elthunder = 11%; Arcthunder = Up to
13%; Thoron = Up to 17%
Neutral 3 | Speed Thunder = Charges and travels faster than "Thunder", but it
isn't quite as strong.
Thunder = 2%; Elthunder = 5%; Arcthunder = Up to
7%; Thoron = Up to 10%
Side 1 | Arcfire = Cast a spell to throw a ball of fire. When it hits, it
trigger a pillar of flames.
Side 2 | Arcfire+ = Cast a spell that causes a large explosion when it
lands. Slower to cast than "Arcfire".
Side 3 | Fire Wall = Cast a giant flame pillar in front of you that can be
used to guard against attacks.
Up 1 | Elwind = Cast wind magic downward, dealing damage and
boosting you into the air twice.
Up 2 | Soaring Elwind = The second "Elwind" will send you higher than the
first.
Up 3 | Gliding Elwind = The first shot send you up at a forward angle, and
then the second fires straight down.
Down 1 | Nosferatu = A dark curse that steals the life force of
enemies.
Down 2 | Distant Nosferatu = Can ensnare opponents farther away, but it's
less powerful than normal.
Down 3 | Goetia = Pull opponents in before trapping them. No
healing effect, but deals more damage.
___________________________________________________________
Rosalina and Luma | Neutral | Side | Up | Down |
Moveset 1 | 5-16%| 8%|No Damage|No Damage|
Moveset 2 | 1%|Up to 6%|No Damage| 6%|
Moveset 3 | 3-22%| 4-5%|Up to 12%| 3%|
===========================================================
Neutral 1 | Luma Shot = Fling Luma forward. Press the button again to
call Luma back. This attack can be charged.
Neutral 2 | Luma Warp = Warp Luma forward. What this move lacks in
attacking power it makes up for in sheer speed.
Neutral 3 | Power Luma Shot = Send Luma spinning forward like a drill. He
travels slowly but has serious power.
Side 1 | Star Bits = Command Luma to fire three Star Bits forward.
Works at any range.
Side 2 | Floaty Star Bit = Luma fires one slower Star Bit that doesn't go
far but is good at getting in the way.
Side 3 | Shooting Star Bit = Luma fires a single, high-powered Star Bit in a
straight line. Travels far.
Up 1 | Launch Star = Fly into the air at an angle. You can adjust
the angle a bit by pressing left and right.
Up 2 | Launch Star Plus = Sends you skyward quicker, but you can't
control the angle of ascent.
Up 3 | Launch Star Attack = You travel a shorter distance than normal, but
hitting opponents will launch them.
Down 1 | Gravitational Pull = Draw items and projectiles safely toward you.
While being drawn in, they can damage foes.
Down 2 | Catch & Release = Pull foes in and damage them. Has no effect on
items or projectiles.
Down 3 | Guardian Luma = Causes Luma to grow bigger and protect you
from attacks. Also does a bit of damage.
___________________________________________________________
Samus | Neutral | Side | Up | Down |
Moveset 1 | 3-25%| 5%/10%|Up to 17%| 5%|
Moveset 2 | 4-27%| 3%/12%|Up to 15%| 2%|
Moveset 3 | 5-18%| 4%/ 9%|Up to 11%| 9-13%|
===========================================================
Neutral 1 | Charge Shot = An energy blast that shoots straight. Can be
charged and stored for later.
Neutral 2 | Dense Charge Shot = A "Charge Shot" with even more power, but at
the e4xpense of range and speed.
Neutral 3 | Melee Charge Shot = A point-blank "Charge Shot" that isn't a
projectile. Charging expands its range.
Side 1 | Missile = Launch a homing missile. Perform like a smash
attack to launch a Super Missile.
Side 2 | Relentless Missile = Launch a slower, more persistent missile.
Also, the Super Missiles decelerate after a bit.
Side 3 | Turbo Missile = Launch a missile that takes a second to get
going. Its direction can be adjusted.
Up 1 | Screw Attack = Spin into the air. Any opponents caught by the
move get hit several times.
Up 2 | Screw Rush = Spin forward through the air, launching
opponents sideways.
Up 3 | Apex Screw Attack = Hits at the start and peak of the jump. The
force at the peak can launch foes.
Down 1 | Bomb = Drop a bomb in Morph Ball form. You'll fly upward if
you're hit by the explosion.
Down 2 | Slip Bomb = Drop a bomb that can knock foes over but does less
damage.
Down 3 | Mega Bomb = Drop a stronger bomb with a alonger fuse. Only one can
exist at a time.
___________________________________________________________
Sheik | Neutral | Side | Up | Down |
Moveset 1 | 1-11%| 1-14%| 12%| 12%|
Moveset 2 | 2-6%| 3%|No Damage| 8-18%|
Moveset 3 | 1%| 2-10%| 5%| 15%|
===========================================================
Neutral 1 | Needle Storm = Throw needles forward if on the ground or
diagonally down if in the air. Can be charged.
Neutral 2 | Penetrating Needles = Throw needles that go through enemies. You
can only throw up to three at a time.
Neutral 3 | Paralyzing Needle = Throw needles that deal slightly less damage
but paralyze opponents. Charges more slowly.
Side 1 | Burst Grenade = Throw a stealthy grenade that pulls opponents in
before exploding.
Side 2 | Gravity Grenade = Has a smaller explosion radius, but foes hit by
the burst will be knocked toward you.
Side 3 | Skimming Grenade = Throw a small, bouncing grenade. The longer it
takes to explode, the less damage it deals.
Up 1 | Vanish = Throw a bomb to the ground and warp in any direction.
Deals some damage.
Up 2 | Gale = An ultra-swift teleport. No attacking ability at all, but
makes up for it in sheer speed.
Up 3 | Abyss = A stealthy leap that has a meteor effect on any opponents
in its path.
Down 1 | Bouncing Fish = Flip through the air and strike foes with your
heel. If you land the kick, you bounce back.
Down 2 | Jellyfish = Flip higher and slam downward with your heel. Land
the kick to bounce straight up.
Down 3 | Pisces = Flip lower and press the button again to kick. Land
the kick to bounce forward.
___________________________________________________________
Shulk | Neutral | Side | Up | Down |
Moveset 1 |No Damage| 9-10%| 6-11%| 7-10%|
Moveset 2 |No Damage| 9-10%| 6-14%| 8%|
Moveset 3 |No Damage| 3- 4%| 9-19%| 17%|
===========================================================
Neutral 1 | Monado Arts = Activate one of five different Arts, each of
which provides a different advantage.
Neutral 2 | Decisive Monado Arts = Activate stronger Arts that last longer.
However, they can't be canceled once used.
Neutral 3 | Hyper Monado Arts = Your arts are much stronger, but the
drawbacks are too. Doesn't last as long.
Side 1 | Back Slash = Leap forward to deliver a powerful slash.
Attack from behind for massive damage!
Side 2 | Back Slash Leap = Leap high into the air, and deliver a powerful
descending slice.
Side 3 | Back Slash Charge = Leap forward, shrugging off foes' attacks, to
deliver a powerful slash.
Up 1 | Air Slash = Lift enemies into the air with a rising
slash. Can be followed up with a midair strike.
Up 2 | Advancing Air Slash = Slash upward and launch foes diagonally.
Press again to deliver second strike.
Up 3 | Mighty Air Slash = A more focused version of the standard "Air
Slash". Sacrifices range for sheer brute force.
Down 1 | Vision = Evade an incoming enemy attack, and deliver a swift
counterattack.
Down 2 | Dash Vision = Counter an enemy's incoming attack while moving
swiftly past them.
Down 3 | Power Vision = An extra-powerful counter that's much less effective
when used repeatedly.
___________________________________________________________
Sonic | Neutral | Side | Up | Down |
Moveset 1 | 12%| 6-10%| 4%|Up to 7%|
Moveset 2 | 5%| 3-12%| 2%|Up to 9%|
Moveset 3 | 8%| 9-12%| 3%|Up to 10%|
===========================================================
Neutral 1 | Homing Attack = Jump into the air, and then home in on the
closest fighter (if there's one in range).
Neutral 2 | Stomp = Jump into the air before slamming straight down
with a meteor smash.
Neutral 3 | Surprise Attack = A faster "Homing Attack" with less range and
power than normal.
Side 1 | Spin Dash = Roll forward at high speed, You can charge it,
change the direction, and link to other attacks.
Side 2 | Hammer Spin Dash = Starts with a huge hop that buries any foes it
hits. Slightly weaker than Spin Dash.
Side 3 | Burning Spin Dash = A more powerful "Spin Dash" with no hop at the
start. Jumps during the dash are lower.
Up 1 | Spring Jump = Spawns a spring. When used on the ground, it
sticks around and can be used by anyone.
Up 2 | Double Spring = Doesn't spring as high, but the move can be
used twice in a row without landing.
Up 3 | Springing Headbutt = Spring straight up and deliver a headbutt. The
spring doesn't stick around, though.
Down 1 | Spin Charge = A forward dash that can be powered up by
rapidly pressing the special-move button.
Down 2 | Auto-Spin Charge = A Spin Charge that can be powered up simply
by holding the button.
Down 3 | Gravitational Charge = Foes in front are pulled in while foes
behind are pushed. Takes more button presses to power up.
___________________________________________________________
Toon Link | Neutral | Side | Up | Down |
Moveset 1 | 4-12%| 5-8%|Up to 19%| 4-7%|
Moveset 2 | 6-7%| 4%| 10%| 1%|
Moveset 3 | 1-6%|Up to 4%|Up to 14%| 10-12%|
===========================================================
Neutral 1 | Hero's Bow = Fire an arrow with your bow. Charge it up for more
power and range.
Neutral 2 | Fire Arrow = Sets fire to the ground where the arrow lands, but
the range is reduced.
Neutral 3 | Piercing Arrow = Fire a piercing arrow at high speed. Does less
damage than normal arrows.
Side 1 | Boomerang = Deals damage on tis way out and on tis way
back. Can be thrown diagonally.
Side 2 | Floating Boomerang = Throw a boomerang that's slow to return.
It'll vanish if it hits anything on its way back.
Side 3 | High-Speed Boomerang = Throw a high-speed boomerang that passes
through fighters. Deals less damage than normal.
Up 1 | Spin Attack = Spin with your sword. Can hit opponents more
than once and can be charged.
Up 2 | Sliding Spin Attack = Slide forward while spinning. If used in the
air, you'll move more sidways than up.
Up 3 | Flying Spin Attack = A spin attack that ends in an upward slash,
sending both you and the slashee into the air.
Down 1 | Bomb = Pull out a throwable bomb. It'll explode after a
while or when it hits something.
Down 2 | Time Bomb = The bomb only explodes when its fuse runs out.
Does less damage but launches foes.
Down 3 | Short-Fuse Bomb = A powerful bomb with a very short fuse. The
explosion sends fighters flying upward.
___________________________________________________________
Villager | Neutral | Side | Up | Down |
Moveset 1 |No Damage| 7-16%|No Damage| 25%|
Moveset 2 |Up to 27%| 5-17%|Up to 12%| 12%|
Moveset 3 |No Damage|Up to 13%| 10%| 27%|
===========================================================
Neutral 1 | Pocket = Pocket an item or projectile to use later. Press the
button again to take it back out.
Neutral 2 | Garden = You can only pocket items in front of you, but it can
hit foes and plant flowers on their heads.
Neutral 3 | Pocket Plus = Stash items and projectiles more easily, but they
become slightly less effective.
Side 1 | Lloid Rocket = Fire Lloid forward like a rocket. Hold the button
to ride on top of Lloid.
Side 2 | Liftoff Lloid = Fire Lloid forward, but he'll soon shoot up into
the air, leeting you ride to great heights!
Side 3 | Pushy Lloid = Lloid will hit opponents multiple times, pushing
them before exploding.
Up 1 | Balloon Trip = Don a balloon hat and fly around. You have a
lot of control, but the balloons can be popped.
Up 2 | Extreme Balloon Trip = Fly using special balloons that don't rise
as fast but cause an explosion when they burst.
Up 3 | Balloon High Jump = Rise to an incredible height. Any foes you
hit will take damage.
Down 1 | Timber = Plant a seed, water it, and chop the tree down.
Each step has a different effect on foes.
Down 2 | Timber Counter = A fresh sprout trips opponents, and the fully
grown tree fights back if attacked!
Down 3 | Super Timber = Slower but stronger. Use lots of water to grow a
huge tree. The axe has high launching power.
___________________________________________________________
Wario | Neutral | Side | Up | Down |
Moveset 1 | 11%| 5-10%|Up to 13%|Up to 27%|
Moveset 2 | 10%| 6-10%|Up to 9%|Up to 24%|
Moveset 3 | 6%| 8-10%|No Damage|Up to 18%|
===========================================================
Neutral 1 | Chomp = A big, toothy bite that cna be used to eat
enemies, projectiles, and items.
Neutral 2 | Inhaling Chomp = Pull enemies in, and then bite down. Slightly less
powerful than normal.
Neutral 3 | Garlic Breath = Wario's breath is rancid enough to cause enemies
to fall over and pass out. Ugh.
Side 1 | Wario Bike = Ride around on a bike and crash into enemies. Takes
some time to recharge.
Side 2 | Speeding Bike = The bike is faster and lighter, but it does less
damage and falls apart easier.
Side 3 | Burying Bike = The bike is slower and heavier. Run over enemies to
bury them.
Up 1 | Corkscrew = Jump while spinning, hitting opponents multiple
times.
Up 2 | Widescrew = Less damage and range than "Corkscrew", but you
can change the angle.
Up 3 | Corkscrew Leap = Takes longer to charge and doesn't deal damage,
but goes much higher.
Down 1 | Wario Waft = Release noxius gas from your rear end. It,
uh... "charges" automatically.
Down 2 | Rose-Scented Waft = Rlease noxious gas that makes flowers grow on
opponents' heads.
Down 3 | Quick Waft = The noxious gas charges more quickly, but it's
less offensive.
___________________________________________________________
Wii Fit Trainer | Neutral | Side | Up | Down |
Moveset 1 | 5-18%| 8-9%| 5%|No Damage|
Moveset 2 | 3-20%| 4-5%|Up to 24%| 15%|
Moveset 3 | 2-12%| 9-13%|Up to 14%|No Damage|
===========================================================
Neutral 1 | Sun Salutation = Charge a ball of energy. Press again to
launch it. Heals you slightly when fully charged.
Neutral 2 | Enriched Sun Salutation = Charge a ball of energy that condenses
while charging. Press again to launch it. Won't heal.
Neutral 3 | Sweeping Sun Salutation = The energy ball travels slowly but hits
foes multiple times, pushing them away.
Side 1 | Header = Head a soccer ball at opponents. Press the button
again to head the ball early.
Side 2 | Huge Header = Head a larger ball that's slightly slower and
less powerful but easier to hit with.
Side 3 | Weighted Header = Head a heavy ball that's more powerful but quick
to drop to the ground.
Up 1 | Super Hoop = Gyrate into the air, striking opponents. Press
rapidly to go higher.
Up 2 | Jumbo Hoop = Gyrate into the air with larger hoops that deal
damage over a wider area. Can't go as high.
Up 3 | Hoop Hurricane = Pull in opponents while rising, and then knock
them upward with the hoops.
Down 1 | Deep Breathing = Press the button at the right time to heal and
boost your launching power.
Down 2 | Volatile Breathing = A forbidden breathing method that causes an
explosion. Doesn't heal or power you up.
Down 3 | Steady Breathing = If successful, you're briefly impossible to
launch. Takes a while to use again, though.
___________________________________________________________
Yoshi | Neutral | Side | Up | Down |
Moveset 1 | 7%| 4-9%| 6%| 4-12%|
Moveset 2 | 10%| 4-15%|No Damage| 4-12%|
Moveset 3 | 10%| 4-12%| 9%| 18%|
===========================================================
Neutral 1 | Egg Lay = Grab an opponent with your tongue, swallow them, and
turn them into an egg.
Neutral 2 | Lick = Jump forward and attack with your tongue. Surprisingly
effective.
Neutral 3 | Egg Launch = Turn a foe into an egg and launch them. This egg is
easier to beak out of.
Side 1 | Egg Roll = Turn into an egg and roll into enemies. You can
jump once while in the egg.
Side 2 | Heavy Egg Roll = Slow, but deals a lot of damage when you roll into
opponents.
Side 3 | Light Egg Roll = A bouncing version of "Egg Roll". Doesn't last
very long.
Up 1 | Egg Throw = Log an egg. You can set the angle of the throw
with directional inputs.
Up 2 | High Jump = Jump really high. In midair, you can use the move
more than once.
Up 3 | Timed Egg Throw = Lob an egg that goes right through opponents as
it flies and then explodes.
Down 1 | Yoshi Bomb = Jump up quickly and slam to the ground, shooting
stars out left and right.
Down 2 | Star Bomb = Deals less damage with the bombing motion, but the
stars are powerful and fly far.
Down 3 | Crushing Bomb = A full-power slam attack. So powerful, in fact,
that the stars forget to fly out.
___________________________________________________________
Zelda | Neutral | Side | Up | Down |
Moveset 1 | 4-11%| 10-13%| 6%| 6-24%|
Moveset 2 | 7%| 7-14%|No Damage| 5-20%|
Moveset 3 | 15%| 3-18%| 4%| 8-28%|
===========================================================
Neutral 1 | Nayru's Love = Envelop yourself in a crystal that deals damage
and reflects projectiles.
Neutral 2 | Nayru's Rejection = Similar to "Nayru's Love", but instead of
hitting the opponent, it spins them around.
Neutral 3 | Nayru's Passion = Spin to pull opponents in, and then deal fire
damage. Won't reflect projectiles.
Side 1 | Din's Fire = Fire magic that explodes after a time or when the
button is released.
Side 2 | Din's Flare = Travels farther, but can't be aimed up or down.
Damage is the same at all distances.
Side 3 | Din's Blaze = A steady fireball that floats in the air and explodes
after a bit.
Up 1 | Farore's Wind = Teleport in any direction. Deals damage when
disappearing and reappearing.
Up 2 | Farore's Squall = Teleporting doesn't deal damage, but a gust of
wind will push foes away.
Up 3 | Farore's Windfall = Will only teleport upward, but foes hit when
reappearing are meteor smashed.
Down 1 | Phantom Slash = Summon a Phantom that slashes foes in front of
you. Can be charged.
Down 2 | Phantom Breaker = The Phantom travels a set distance and wears down
enemy shields rapidly.
Down 3 | Phantom Strike = The summoned Phantom strikes harder than normal
but will not move forward much.
___________________________________________________________
Zero Suit Samus | Neutral | Side | Up | Down |
Moveset 1 | 4-6%| 2-10%|Up to 16%| 14%|
Moveset 2 | 1-3%|Up to 10%|Up to 20%| 17%|
Moveset 3 | 3-9%| 6%|Up to 16%| 4-8%|
===========================================================
Neutral 1 | Paralyzer = Fire an energy blast that stuns enemies. Can
be charged.
Neutral 2 | Blast Shot = Shoot farther and faster than normal, but
it's slightly less powerful and won't stun.
Neutral 3 | Electromagnetic Net = The energy blast expands after being fired,
but it has reduced range.
Side 1 | Plasma Whip = Attack foes with an energy whip. Can also be used to
grab on to edges.
Side 2 | Plasma Dash = A dashing strike with your gun. Doesn't use the whip,
so it can't grab on to edges.
Side 3 | Whip Lash = Knock foes toward you with the very end of the whip.
The rest of the whip does nothing.
Up 1 | Boost Kick = Rise into the air, striking multiple times, and then
finish with a spinning kick.
Up 2 | Impact Kick = Kick opponents into the air, and then finish with a
powerful spinning kick.
Up 3 | Lateral Kick = Lift opponents into the air at an angle, and then
dash forward with a spinning kick.
Down 1 | Flip Jump = Flip through the air. If you land on an
opponnent, they'll be buried in the ground.
Down 2 | Shooting Star Flip Kick = The flip itself doesn't attack, but press
the button again to do a descending kick.
Down 3 | Low Flip = A flip that doesn't go very high but
quickly covers a lot of ground.