Welcome to Super Smash Bros. Brawl, the ultimate crossover fighting game on Wii where iconic characters from across gaming history battle it out on dynamic stages. Developed by Intelligent Systems, HAL Laboratory, Sora, Monolith Soft, and Paon, this 2008 release lets you master the basics of combat, from launching opponents off-screen to utilizing each fighter's unique moveset. Whether you're duking it out in a quick versus match or diving into the sprawling adventure mode, Brawl offers endless chaotic fun for both newcomers and seasoned Smash veterans.
This guide is your essential companion for conquering Brawl, especially for those new to the series or looking to master its single-player content. We'll walk you through every aspect of the Subspace Emissary, ensuring you can collect every hidden trophy and overcome challenging bosses. Learn the best strategies for characters like Mario, navigate every treacherous stage, and unlock all the game's secrets to achieve a 100% completion.
Part 1
Unlock everything in Super Smash Bros. Brawl! This guide covers Mario's moveset, strengths, weaknesses, and strategies for effective play and unlocking content.
- 1Introduction to Super Smash Bros. Brawl: This FAQ aims to guide players through unlocking all content in the game. It covers various modes like Classic, All-Star, Event Battles, and more, as well as unlockables like trophies and stickers.
- 2Character Bios Overview: This section provides an in-depth look at each character, including Mario. The author offers candid opinions on character viability and usage, aiming to help players understand each fighter's strengths and weaknesses.
- 3Mario's Analysis: Mario is described as a balanced character in theory, but in practice, he suffers from below-average range and power, coupled with average speed and a lack of special properties, making him one of the weaker characters.
- 4Strengths: Mario has a decent set of smash attacks, with his forward smash being his primary kill move. His up tilt can pop enemies into the air, and his running attack is a sliding kick for surprise damage.
- 5Aerial Moves: His forward aerial is slow but has a weak early hit and a strong spike late. The neutral aerial is quick but weak. Up and back aerials are fast and powerful but not great kill moves. The down aerial is generally too slow.
- 6Grab Game: Mario's grab game relies heavily on his powerful back throw for kills. His short reach makes grabs difficult, often making up smash out of shield a more useful option.
- 7Special Moves: The Cape is Mario's most notable special move. While weaker than in previous games, it can reverse attacks and projectiles, turn opponents around (but not shielded ones), disrupt recoveries, and provide a slight forward stall and push when used in the air.
- Exploit Mario's forward smash and back throw for kills.
- Use the Cape to reverse enemy attacks and projectiles, disrupt recoveries, and stall for position in the air.
- Be aware of Mario's limited range and speed when approaching opponents.
- Consider using up smash out of shield to grab opponents due to Mario's short reach.
Part 2
Master Mario and Luigi in Super Smash Bros. Brawl! Learn their movesets, strategies, and unlock conditions to dominate the competition.
This section of the guide covers Mario and Luigi in Super Smash Bros. Brawl. It details their individual move sets, strengths, weaknesses, and strategies for effective play.
Mario's Abilities:
Mario's special moves, aside from his Cape, are generally considered less effective. His Fireballs have weak damage and poor range, best used for approaching by throwing one and following behind it. Super Jump Punch deals low damage and leaves him vulnerable, primarily useful for recovery. FLUDD is mostly useless but can disrupt Ness and Lucas's recovery by pushing them during PK Thunder. Mario can wall jump but not crawl or cling. His aerial jump is limited to one. His roll covers good ground but is slow, and his spot dodge is average. Despite not being top-tier, Mario's Cape is a standout tool that can frustrate opponents, especially those with long-range attacks like Marth and Ike, by reflecting projectiles and turning opponents around.
Luigi's Abilities:
Luigi is an upward-oriented character with many moves designed to launch opponents into the air, complemented by strong aerials. His grounded attacks aim to get opponents airborne; his down smash is quick and wide-ranged, and his up tilt is a good option for launching. His forward tilt is less useful, and his down tilt is weak but can trip or launch at high percentages. His running attack is not as unsafe as in Melee but still weak. In the air, his forward aerial is quick and powerful for damage and KOs. His up, back, and down aerials are fast and strong, while his neutral aerial sends opponents straight up with high power for surprise KOs. Luigi's back throw is powerful, and his up throw launches opponents into the air. He can use Super Jump Punch out of shield for a chance at a Fire Jump Punch, a strong kill move, especially after a jab combo. Luigi Cyclone is good for quick ground coverage, surprise attacks, and approaching. It can also be used for recovery by rapidly pressing B to rise after not touching the ground, ensuring he can reach the ledge. Luigi cannot wall jump or wall cling.
How to Unlock Luigi:
- Play 22 brawls.
- Have Luigi join your party in The Subspace Emissary.
- Clear Classic mode without continuing.
Part 9
Explore Link's aerials, projectiles, grab game, and recovery options in Super Smash Bros. Brawl. Learn how to effectively use his bombs, boomerang, and bow.
- 1Aerials: Link's down aerial is powerful but slow with significant landing lag, only usable when a hit is guaranteed. It can be more viable against Ice Climbers if it hits twice, canceling lag. The Clawshot (Z in midair) has no landing lag and good range, useful for approaching with a short hop. However, it has long aerial recovery, so use it for tethering ledges if landing quickly isn't possible.
- 2Grab Game: Link's grab is slow but has good range. His down throw can set up follow-up attacks at low percentages. His up smash out of shield is useful.
- 3Special Moves (Projectiles): Link's specials focus on projectiles. Use the Bow for straight-line pressure. The Gale Boomerang can be angled for space control, but its pull effect can be detrimental if the opponent is prepared. Avoid hitting with the returning boomerang. Bombs are powerful for keeping opponents at bay; toss them where opponents want to go. Combine bombs with attacks by tossing one just before approaching. If opponents catch bombs, delay tosses so they explode on impact. Projectiles are key to Link's identity; maintain projectile pressure or capitalize on projectile advantages.
- 4Spin Attack: This is solely for recovery. On the ground, it's slow, predictable, and weak, with charging making it worse. It cannot spike like in Melee. The down throw to Spin Attack combo does not work.
- 5Movement and Defense: Link cannot crawl, wall jump, or wall cling and has one midair jump. His roll is slow, but his spot dodge is typical. The Clawshot can tether and grab ledges. Link's shield blocks projectiles without damage, but he is pushed back. Idle or crouching poses prevent shield vulnerability. His shield does not block recoil from the Great Fox cannons.
- 6Matchup Analysis: Link struggles against Toon Link due to his shield and projectiles. He is effective against other projectile users like Pit but has trouble against faster swordsmen like Marth. Small, rushdown characters like Olimar and Ness can also be problematic. Generally, Link has balanced matchups with decent, but not spectacular, options.
- 7Zelda/Sheik Transformation: The transformation between Zelda and Sheik via down special is generally a bad strategy due to its slowness and vulnerability. While invincible during transformation, the inconsistent duration makes it hard to punish. The transformation is faster if the opponent is the character you are turning into, and pausing can speed it up. Stick to one character unless desperate.
- 8Zelda Overview: Zelda is a powerhouse with low-percent kill potential, though she has some speed issues and is light. She is an above-average character but not top-tier.
- Prioritize using Link's projectiles to control space and pressure opponents.
- Use the Clawshot for approaching with a short hop and for ledge recovery.
- Reserve the Spin Attack strictly for recovering to the stage.
- Be aware of the Gale Boomerang's pull effect and avoid hitting with its return.
- Coordinate bomb tosses with your approach for effective pressure.
- Crouch to prevent Link's shield from becoming vulnerable when idle.
Part 10
Explore Zelda's powerful aerial attacks, devastating kill options, and strategic special moves in this Super Smash Bros. Brawl Part 10 guide. Learn to dominate the battlefield.
Walkthrough:
- Ground Attacks: Zelda has strong ground options. Her forward smash has good range and damage. Up smash is effective against aerial foes. Down smash is useful against rollers. Forward tilt can lead into up smash or up aerial at different percentages. Up tilt is a good defensive move. Down tilt can trip at low percentages or launch at high percentages, setting up for up smash. Jab and running attack are good for pushing enemies away.
- Aerial Attacks: Zelda is exceptionally deadly in the air. Forward and back aerials are powerful, with a magic burst that causes significant knockback and can kill early. Use these heavily. Up aerial creates an explosion above her, good for KOing opponents approaching from above. Neutral aerial hits a wide area and is a safe option. Down aerial is a lightning kick that sends foes straight down, useful for spikes but has a small hit area.
- Grabs and Throws: Back throw can be a kill option for hurt opponents. Down throw followed by a lightning kick is a strong combo. Up throw can set up for up aerial at mid-percentages. Up smash out of shield is useful against opponents trying to land behind you.
- Special Moves:
- Farore's Wind: A wonderful recovery move with good hitboxes that is hard to punish. Use it for recovery, repositioning, or to end in unexpected places. Practice its positioning.
- Nayru's Love: Can act as a reflector but has too much delay to be effective. Generally a bad move, only useful for a quick all-around hit.
- Din's Fire: A key special move that can be directed and detonated at will. Effective for harassing opponents from a distance and controlling space. Can lead to KOs off the top of the screen. Be cautious when using it in the air, as it leaves Zelda helpless until landing. Use it from the ground.
- Movement and Defense: Zelda cannot wall jump, wall cling, or crawl. She has one midair jump. Her roll is somewhat fast, and her spot dodge is a bit slow, but both are usable.
- Matchup Notes: Zelda performs well against lightweights like Jigglypuff, Kirby, and Meta Knight due to her aerial power. She can handle characters like Toon Link and Mr. Game & Watch. She might struggle against heavier, slower characters who can kill her more easily. Ness and Lucas can be challenging due to their projectile counters and high kill potential.
- Sheik Overview: Sheik is a pure speed character, contrasting with Zelda's power. Sheik is fast but weak and struggles to get kills. She appeals to a different playstyle and is generally considered a worse character than Zelda, but has her merits.
- Abuse Zelda's forward and back aerials heavily for early KOs.
- Practice Farore's Wind for effective recovery and repositioning.
- Use Din's Fire from the ground to control space and harass opponents.
- Be mindful of Zelda's limitations in the air after using Din's Fire.
- Zelda's down throw into lightning kick is a potent combo.
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