Welcome to my Super Smash Bros. Brawl guide. Whether you’re new to Super Smash Brothers or if you are a veteran, there is bound to be something that you will find useful.
You might be thinking, “Hey Diableos, why should I read your guide for Super Smash Bros. Brawl?” Well, I can tell you that this guide was written by a 10-year Smash Brothers veteran. That’s right; me.
If there is anything you do not understand, if you have a question, if you see any typos/mistakes, etc, feel free to tell me. However, if you have nothing nice to say, then don’t say anything at all.
Contents:
Please click one of the following links to skip directly to that chapter.
14/10/09 - The userbars are no longer available and have been removed. 2/7/09 - Edited the layout of the guide (changed the font). 6/6/09 - Edited the layout of the guide (added Brawl-related images to each post and slightly changed the look of each sub-chapter title). 6/6/09 - Began Update Overview posts. 6/6/09 - Edited the layout of the guide (changed the font). 6/6/09 - Edited the layout of the guide (added more colour). 6/6/09 - Added the CD Factory sub-chapter to the Extra Hints chapter. 5/6/09 - Removed the text title and replaced it with a userbar. 4/6/09 - Removed the old red userbars, and added newer, cooler userbars. 4/6/09 - Added the Standard Combos, Projectile Attacks, and Smash Attacks sections to the General Strategies sub-chapter. 4/6/09 - Split the Attacks and Special Moves section into three, longer sections within the Extra Information sub-chapter. 4/6/09 - Added the Updates Chapter. 3/6/09 - Posted this guide on mariokartwii.com.
Introduction:
Super Smash Bros. Brawl is the long-awaited third title in the Smash Bros. series. The first title was a surprise hit on the Nintendo 64, with the sequel, Super Smash Bros. Melee, becoming one of the best-selling titles for the Nintendo GameCube. Now, just over a year after the release of the Nintendo Wii, the third title in the series is finally available.
The new game takes elements from the previous two titles and raises the bar. A completely revamped and fleshed-out Adventure mode and online play mark the biggest additions, but everything from the character roster to the general mayhem that the series is known for are enhanced to the next level of insanity.
Last edited by Diableos Auros; 11-14-2009 at 01:44 PM.
To understand the basic and advanced strategies and techniques in Super Smash Bros. Brawl, there is certain information that you must be aware of. You can use this chapter to properly understand the basics.
Basic Information:
Attacking:
The most basic way to win in Brawl is to knock your opponent out of the stage. Every playing in-game has a damage percentage that is situated at the screen’s bottom. The higher the damage percentage is, the farther the player will fly when hit.
Smash attacks inflict a lot more damage and they send the opponent flying farther than standard attacks. Most special moves also work well to inflict damage and send opponents flying. Grabs (throws) can send the opponent flying, but some character’s grab attacks have limited range, so be very careful when using them. Finally, you can use items and assist trophies to send opponent’s flying off-screen. To achieve the best results, focus on the opponent with the highest damage percentage.
Defending:
Defence is the key to most fighting games. In Brawl, the best defence is to dodge, roll, and use the shield. This allows you to avoid tacking damage from a vast majoring of attacks. The main exception to this is grabs, which connect whether you have a shield up or not. You should use the shield in conjunction with dodging to avoid attacks, and then counterattack with a grab, a special move, or a smash attack.
You can also avoid attacks by simply moving around the stage. Most stages have platforms that help shield you from incoming attacks. Drop from platforms and move to higher ground to avoid any opponents if necessary, especially when you’re in high damage. Wait for the ideal opportunity to attack when your opponent makes a mistake. Patience is the key.
Recovering:
When you get knocked off of the stage, all is not lost. Every character can perform a jump in midair that moves you closer to solid ground. After using the midair jump, you can use your character’s recovery special move (press up and the special move button) to get even closer to solid ground. You will not always be able to fully recover and make it back to solid ground, but you can definitely avoid KOs frequently by using well-timed recovery techniques.
Items:
There are a lot of items in the game, all of which have a unique use. Most items are offensive in nature, but some give a boost to your defensive abilities. Items appear randomly during matches, so keep a close on your surroundings. If you see an item you want, go for it, but not at the risk of your opponent attacking you. You can also use an item by attacking an opponent who’s trying to obtain it.
Note: For more detailed information on items, please read the “Items” section in the “In-Game Assistance” chapter.
Stickers and Trophies:
You can earn stickers and trophies in most of the game modes. Trophies do not have a specific use within Brawl apart from holding information about themselves, but you can place stickers on the characters in The Subspace Emissary, use them in a special album, make screen captures with them, etc. You can also arrange trophies with a special background and present them in a unique manner. This is a fun addition to the game and can keep you entertained when you’ve had enough of brawling.
Note: For more detailed information on stickers, please read the “Stickers” section in the “In-Game Assistance” chapter.
Assist Trophies:
Unlike normal trophies in Brawl, assist trophies appear in the game just as items do. There is a wide range of different assist trophies that attack an opponent or even obstruct their view. You never know which assist trophy has appeared until you use it. There are some assist trophies that won’t be advantageous to you. You cannot control assist trophies, however, but it’s best to try using them whenever they appear to stop opponents from using them against you.
Note: For more information on assist trophies, please read the “Assist Trophies” section in the “In-Game Assistance” chapter.
Game Types:
There are three main types in brawl: coin matches, stock matches and timed matches. Coin matches are timed games in which the winner is decided by the team with the most coins when the time expires. Stock matches give each player a specific number of lives. Each time you are knocked out of the stage screen, you lose a life. After you have lost all of your lives, you are out of the game. The last player standing wins the match.
In a timed match, knocking an opponent off of the stage screen gains you one point, while self-destructing or getting knocked off yourself costs you a point. At the end of a predetermined amount of time, the player with the highest score wins the match. If multiple players have the same score when the time expires, a sudden-death round occurs.
Extra Information:
Vulnerability:
After any attack or defensive manoeuvre, you are left at a slight disadvantage. This disadvantage is also referred to as being vulnerable. While a character is vulnerable, they cannot attack, defend, or move. In most cases, if an attack connects with an opponent, the attacker will recover before the opponent, making the vulnerability irrelevant. This mainly applies to shielded or evaded attacks when the attacker is left open to a counterattack.
Standard Attacks:
Standard attacks inflict the smallest amount of damage compared to your other offensive options. However, they are the fastest and generally the safest way to attack an opponent. You can also chain together several standard attacks to create a combo and inflict additional damage. Standard attacks are a good way to inflict some damage and quickly get away from an opponent before they can counterattack.
Special Moves:
Special moves are attacks that are most unique to each character. There are four different special moves, which you can use by pressing the corresponding Special Move button along with up, down, right or left, or by leaving the D-pad or analogue stick in the neutral position. Standard special moves (special moves executed in the neutral position) are basic attacks. Side special moves pack more punch than a standard special move. Up special moves are generally used to recover after being knocked offstage, and down special moves tend to have more unique traits such as putting up a special shield.
Smash Attacks:
Smash attacks are the bread and butter of the game. It’s almost impossible to defeat an opponent without using smash attacks, so make sure they’re a big part of your offence. Aside from a few items and Final Smash attacks, smash attacks inflict the most damage, but they take a little slower to execute than standard attacks. You can also charge up a smash attack by holding the Attack button. The longer you charge a smash attack, the more damage it inflicts.
Final Smash Attacks:
Final smash attacks are quite different from standard smash attacks. In order to use a Final Smash attack, you must first obtain the Smash Ball; then you can unleash an extremely powerful attack on an opponent. In some cases, the attack must hit an opponent for the full Final Smash to take effect. In other situations, the Final Smash takes effect without any stipulations. Final Smash attacks inflict a great deal of damage on multiple or lone enemies and can be very difficult to avoid. If you see a Smash Ball in-game, do everything possible to obtain it.
Sudden Death:
During any timed match, if two or more players end the match with the same score, sudden death occurs. At the start of a sudden death, all players begin with 300 percent damage. This means that even weak attacks could KO you. The last player standing wins the match. Be aware that if the sudden death is not finished soon after it begins, bob-ombs will begin detonating around the stage.
Last edited by Diableos Auros; 11-14-2009 at 01:46 PM.
Items are a very large part of Super Smash Bros. Brawl. They randomly appear in battle and have a variety of functions. A lot of tournament-level players turn items off and ban their use in major tournaments around the world. However, items can increase the fun factor when playing casually or in a party environment.
Attack Types:
Items fall under three different varieties: (1) direct attack items directly attack an opponent. A Ray Gun, for example, is used to shoot at and directly attack an opponent. (2) Indirect attack items can still damage opponents, but the player cannot control this directly. An assist trophy, which releases another character to help in battle, is considered an indirect item as you do not control the assisting character. (3) Passive items do not inflict damage on opponents unless thrown in some cases.
Item Attributes:
Items fall into various attribute categories. Offensive items inflict damage on an opponent. Defensive items prevent damage or deter an opponent from attacking. Support items help the user by lowering their damage percentage or increasing their attributes (such as faster movement.) Projectile items shoot out and have more range than standard melee attacks. Melee items have roughly the same range as a character’s standard attack. Explosive items inflict damage when attacked or when thrown at an opponent and will normally explode upon impact.
For a full list of items, please visit the following link.
There are 700 stickers in total hidden within Super Smash Bros. Brawl. Unlike the collectable trophies, the stickers serve a purpose in game play. In the Subspace Emissary Adventure mode, you can apply the stickers to any character who has joined your team and boost various attributes.
Placing Stickers:
Stickers come in three different sizes: small, medium, and large. You can place as many stickers as possible on the bottom of a character’s trophy stand, but you can’t overlap them sadly. You can move a sticker after you have placed it, but if you remove it from a character completely, you will lose it forever. Luckily, you will find the same stickers many times during your game play.
Areas of Effect:
The stickers cover a wide variety of areas, ranging from character appendages (arms, legs, etc.) to elements (water, electricity, etc.) to special moves. Determine what area you have been using most often with each character throughout the Subspace Emissary and focus on that area to boost your characters’ attributes.
Attributes:
Each sticker’s attribute is the value raised for the area of effect indicated. For example, the Amy Rose sticker raises the Attack attribute for the “Leg” area of effect by 14. The higher the value, the more the sticker affects the character. Values above 20 will see a significant effect whilst playing, whereas values below 20 will only see a moderate effect. If the value is below 10, you may not even notice any effect.
Characters:
Some stickers must be applied to specific characters. In most cases, these increase an area of effect that only the character(s) listed can utilize. For example, Lucario is the only character who can use Aura attacks. Therefore, only Lucario can use stickers that gave an “Aura” area of effect.
For a full list of stickers, please visit the following link.
Assist trophies are items that call an assistant to help in battle. The trophies vary from ability-enhancing to purely decorative and cannot be controlled by the player who uses them. Learn what all 27 assist trophies are capable of so that you can properly utilize or defend against them.
Trophy Types:
There are three different types of assist trophies: Offensive trophies attack opponents; Distraction trophies cause a distraction that affects opponents and the playing using the trophy; and Passive trophies do not inflict any damage but may cause various effects (such as Shadow The Hedgehog), or release items like the assist trophy Tingle.
Range:
Each assist trophy has a specific range of effect. Short-ranged trophies can only affect opponents close to where they are spawned. Medium-ranged trophies can affect players within range of roughly the size of a small stage. Long-ranged trophies generally affect the entire stage.
Tip: It can be very helpful to grab an opponent after releasing a short- or medium-ranged assist trophy. Evasive opponents can avoid many trophies, but if you grab them, they are much more vulnerable to an assist trophy attack.
KO Potential:
Each assit trophy has a different ability to KO an opponent. Trophies with a high KO potential have the best chance to KO an opponent, while trophies with a low potential will rarely score a KO. If a trophy has a moderate KO potential, they can usually KO an opponent if they have a decent amount of damage built up already. If a trophy has no KO potential, it’s impossible for it to score a KO, which is not surprising.
Examples:
Little Mac - High KO Potential
Gray Fox - Moderate KO Potential
Hammer Bro. - Low KO Potential
Mr. Resetti - No KO Potential
Normal Trophies:
There are 544 normal trophies in total in Super Smash Bros. Brawl. These have no use in battle but can be collected throughout “The Subspace Emissary” (Adventure mode), in the “Coin Launcher” mini-game, and by completing various tasks.
For a full list of assist trophies, please visit the following link.
Super Smash Bros. Brawl is a unique fighting game. While almost all fighting games have a casual and hardcore following, Brawl takes these ideas to the next level. Many people play the game in four-player-free-for-all matches with friends to have a good time, whereas the hardcore tournament players partake in one-on-one matches to exploit characters’ advantages and weaknesses.
General Strategies:
Casual players may not head off to tournaments or break the game down into several levels, but everyone wants to beat their friends. You can use the following strategies in most casual matches. You will have to practice these to perfect them, but once you have learned all of them, you’ll be beating your friends in no time at all.
The True Art of Smashing:
Whether you play a timed game or a stock game (with or without items), to win in Brawl, you must knock your opponent beyond the stage boundaries. To achieve this, you must use a combination of moves to inflict damage on your opponent, resulting in a final attack that knocks them so far they can’t recover.
Some players want to rely on just special moves or smash attacks to get the job done. However, to properly defeat your opponent, you must focus on all aspects of offence. This includes standard attacks, smash attacks, and special moves. Mix up your attacks to keep the opponent guessing. If your opponent can’t predict your next attack, they’ll have a harder time defending against it.
Know Your Surroundings:
You need to study each stage so you know where you can take advantage of the environment and hazards, along with knowing exactly what to expect from each of the 41 stages in Super Smash Bros. Brawl.
Once you have the stages down, it’s time to move on to the next step. Since the only way to KO an opponent is to knock them beyond the stage boundaries, attacking from the stage’s centre is the least beneficial place to start your offence. Move around the stage toward a hazard or near a stage boundary. This can be as easy as standing near a platform’s edge or standing around the stage’s side, closest to the horizontal boundary.
It will take much practice to fight in these locations without being vulnerable to your own KOs, but once you learn the nature of your surroundings, fighting around these deadly areas will allow you to greatly increase the number of KOs you earn in a match.
For a full list of stages, please visit the following link.
While playing against the computer isn’t the best form of practice, it helps you learn the basics of each character. Once you have this down, move to online play to get experience against other human opponents. When you play online, there will be at least a small amount of latency, but you will still learn intermediate-level fighting tactics.
The most important thing to remember is to pay attention when you play. Don’t simply assume an opponent is being “cheap” because they continually pummel you with the same attack. Instead, figure out why they continue hitting you and learn a way around it. If you can’t figure this out on your own, pick the same character and use the tactics on others. Pay attention to how they get around it and incorporate these strategies into your game play.
For a full list of characters, please visit the following link.
When you get knocked off of the main playing area, you must recover back to the platform. Generally speaking, recovery consists of a double-jump (or more jumps with certain characters) and your character’s upward (recovery) special attack (press up and the Special Move button). However, some characters use tether recovery to grab a platform’s edge from a great distance.
Not every character can use tether recovery, as it requires a specific type of attack to use. However, Link, Olimar, Samus, and Zero Suit Samus can use it to name a few. If you can master this technique and use it from maximum range, it will greatly increase your ability to recover in many situations.
Throwing:
One of the main differences between hardcore and casual players is the fact that most casual players rely heavily on their offence, while hardcore players are much more defensive. This includes using shields as a standard defensive tactic.
When an opponent is playing defensively and using their shield to block you attacks and counterattack, throwing becomes your primary form of offence. Throws go through shields and have a high KO potential if the opponent is in high damage. In addition, using a downward or upward throw generally briefly stuns the opponent, allowing for follow up attacks if you chase after the opponent. While an opponent may still be able to block an attack after being thrown, their options will be limited coming out of the stun.
Standard Combos:
Multiple standard attacks in Super Smash Bros. Brawl can chain into combos. These cannot be interrupted in most cases and inflict a moderate amount of damage quickly and easily.
Many characters, such as Kirby or Captain Falcon, can continuously pummel an opponent with an infinite standard combo simply by starting a standard combo (press the Standard Attack button three times), then holding down the Attack button. When the opponent gets high enough in damage, they can jump out of the combo due to the fact that the higher an opponent's damage, the farther away from you they'll move with each attack, but it's a good way to trap an opponent in a corner or keep them briefly pinned down.
Projectile Attacks:
Whether in the form of a projectile special move (Fox’s Blaster), a projectile item (cracker launcher), or a thrown item, projectiles greatly increase your offensive abilities. It’s very difficult for an opponent to counterattack from a distance, so attacking from afar is almost always safe. This is especially useful in four-player free-for-all battles where a group of players may be attacking each other, allowing plenty of time for you to use a projectile attack and inflict more damage on one or more of the grouped opponents.
Projectiles are also good for keeping opponents at bay. Move away from an opponent to create some distance and use a projectile attack. A smart opponent will immediately begin chasing you to prevent you from using the attack multiple times. Continue attacking them to make their approach difficult, then use a jump, roll, or dodge to stay out of harm’s way as they draw closer.
Smash Attacks:
Smash attacks inflict more damage than any other non-special move attack. A fully charged smash attack can KO an opponent in almost any situation with even a moderately high damage percentage. Therefore, smash attacks should be one of your primary offensive tools. When an opponent is stunned by an item (the Pitfall item, for example), a smash attack should be your first offensive option. If you don’t have time to fully charge a smash attack, use the right analogue stick (Classic Controller) or C-stick (GameCube controller) for a quick and easy smash attack.
In a crowded area, smash attacks generally hit multiple opponents, giving you a chance to score multiple KOs with a single attack. Likewise, when an opponent is attempting to recover after being knocked offstage, a well-timed normal or charged attack can send them to a quick KO.
Final Smash Attacks:
When the Smash Ball appears, it’s almost always a mad rush to see who can grab it and unleash a Final Smash Attack. During this time, it’s difficult to get a clean hit on the Smash Ball; it usually takes at least two hits to obtain the item. Since every player is going for the item and it generally floats toward the screen’s top, you’ll usually obtain a Smash Ball in the air and while surrounded by multiple opponents. Take this golden opportunity to immediately use your Final Smash attack while still airborne. Due to the attack’s speed and the fact that you’re still in the air, your opponents will not be ready to defend against it and you’ll probably score multiple KOs. Even if you miss the Final Smash attack, at least your opponents will miss out on it as well.
If you’re alone when you grab the Smash Ball or can’t pull off a Final Smash when you grab it, don’t let it go to waste. If you hold on to the Smash Ball for too long, you’ll lose it when an opponent inevitably attacks you. However, if you rush to use it, aside from the immediate air-use tactic, you may miss and waste the item completely. Once your opponents see that you have the Smash Ball, they’ll generally do their best to avoid getting hit with a Final Smash.
Last edited by Diableos Auros; 11-14-2009 at 01:47 PM.
Tournament-level players spend months and sometimes years perfecting their strategies. It’s impossible to reveal every advanced strategy, because many of the advanced tactics in Brawl won’t be discovered for many months, and only after countless hours of play against the top players in the world. However, using the general strategies to elevate your game to a competent level, then following these advanced strategies will prepare you for the next step: tournament play.
Defence:
While casual players generally focus on offence, advanced players focus significantly on defence. Offence is an important part of any fighting game, as it’s the only way to defeat an opponent. However, a solid defence is considerably hampers an opponent’s offensive ability, making it much harder for them to score a KO. In addition, a solid defence will leave an opponent vulnerable much more often, allowing you to use your offence much more efficiently.
A good defence starts with using your shield. Many players go through an entire match without using their shield a single time. A shield defends against almost every attack in the game, with a few exceptions (throws and some items), and leads directly into a roll or dodge, which is the next line of defence.
When rolling or dodging, you are briefly invincible. These two defensive tactics can help you escape a crowd of opponents or avoid a single attack and leave your opponent vulnerable to a counterattack.
Directional Influence:
A smash attack knocks an opponent to the stage boundary. Without DI (directional influence), the opponent is KO’d by the attack. Using DI, the opponent can recover from the attack.
Directional influence (DI) is something all tournament-level players use. When you are hit with an attack, press the analogue stick, or D-pad (depending on your controller) in any direction (pressing in the direction of the opponent is the easiest way to learn DI) to alter your flight trajectory, lessening the distance you are knocked back. Anytime you are attacked, you can use DI. This allows many players to avoid a KO but lessens their knock-back distance enough to avoid passing the stage boundary.
Dash Throw:
The dash throw is an advanced technique that consists of throwing an opponent (generally downward), then immediately dashing toward them and executing another throw. In some cases, such as when the opponent has low damage, the second throw may be guaranteed. In other situations, the second throw may be difficult to avoid simply because of the speed at which it is performed following the initial throw.
You can also perform a single dash throw after attacks that stun. For example, Ganondorf’s standard attack (press the Standard Attack button) slightly stuns the opponent. Following this up with a single dash throw gives the opponent very little time to react and evade the throw. This tactic can also be used after attacks that inflict fire damage, as this almost always indicates the opponent is stunned.
Footstool Jump:
A footstool jump is when you jump on an opponent’s head, press the Jump button again, and bounce off of them, briefly stunning them. This can be a dangerous but useful technique when mastered. It’s dangerous because you’re jumping on your opponent instead of attacking them. This leaves you vulnerable to an attack if you miss-time your footstool jump or the opponent anticipates a footstool jump and attacks you before it initiates.
However, when used in a two-on-two team battle, one player footstool-jumping off of an opponent leaves the opponent in a stun, enabling their team-mate to attack them while they’re vulnerable. This is even more effective when used in the air, as the footstool jump sends the opponent quickly flying downwards.
When an opponent is attempting to recover after being knocked offstage, a footstool jump before they reach solid ground will almost always finish them off. The danger increases in this situation as a miss-timed footstool jump can result in your own death, but the payoff is unmatched.
Dodge and Aerial Dodge:
The dodge (also known as a “sidestep”) and aerial dodge are two defensive measures that you should use heavily in your game play. Both evasion options briefly avoid any and all attacks. When used on the ground, you can perform multiple dodges in succession with a small period of vulnerability between each dodge. Under most circumstances, a single, well-timed dodge is enough to avoid an attack and execute a counterattack. However, in a crowded group, multiple dodges may be necessary to avoid multiple attacks. Follow a dodge with a roll to help prevent players who anticipate multiple dodges and attempt to attack between them.
When used in the air, a dodge can evade attacks and fake out opponents. The only attack you can use after an aerial dodge is a throw. However, if you air-dodge to avoid and attack just before you hit the ground, you can throw immediately afterwards. This allows you to dodge the attack and counterattack with a throw that potentially leads to a dash-throw setup and possibly a KO.
Fast-Falling:
Fast-falling is a fairly basic technique, but when incorporated regularly into your game play, it can make a significant difference in how well you perform. To fast-fall, hold down the analogue stick or D-pad while in the air, depending on your controller. This makes your character fall to the ground faster than normal. If you use fast-falling every time you’re in the air, you’ll reach the ground faster and can use another offensive or defensive tactic that much faster. It may seem like a small asset, but when used regularly, it can significantly impact and greatly increase your abilities.
Edge-Guarding:
On any aerial stage, knocking an opponent off the main platform is one of the only ways to score a KO. However, with a proper recovery and DI, it can be difficult to KO an opponent in this manner. This is where edge-guarding comes into play. There are multiple ways to edge-guard, but the basic principle is to keep the opponent from getting back on the main platform.
The easiest way to edge-guard is to stand near the platform’s edge and use an attack (generally a smash attack or a projectile to ensure that you knock the opponent a far distance, and possibly to the stage boundary for a KO) just as the opponent is about to reach you.
Pay attention to your opponent in this situation, as a miss-timed attack can save them instead of keeping them off of the stage. If your opponent has used all of their available recovery options and you attack them, they can jump and use a special move again. If you don’t knock them far enough away, you will save them from certain defeat.
Another way to edge-guard is to grab the platform’s edge before your opponent. When you see them approaching, make a short jump (lightly tap the Jump button) off of the stage to grab the ledge. Wait for the opponent to use their recovery special move before they execute it, roll back onto the stage (press the D-pad or analogue stick toward the platform). Anytime you roll after grabbing the edge, you are briefly invincible. This invincibility window will prevent you from taking damage when the opponent uses their special move. In addition, you’ll be ready and waiting with a smash attack to knock them back off of the stage while they’re vulnerable after the special move.
Last edited by Diableos Auros; 11-14-2009 at 01:47 PM.
This chapter is solely for hints that will help you unlock things in an easier, and generally faster, way. If you yourself have any hints or tips, feel free to tell me them, if you wish them to be added to the guide, and you will be credited for it.
Unlocking Characters Faster:
This method of unlocking each character is a lot faster than any of the other methods in the entire game.
Step 1: Load up the game.
Step 2: Go into the “Group” menu.
Step 3: Select “Special Brawl.”
Step 4: Choose “Stamina” and “Flower” from the list, and then select “OK.”
Step 5: Choose your character and a CPUs character.
Step 6: Set the CPUs health to 1, but keep your health at 10 or above.
Step 7: Choose a stage, and when the Brawl begins, you will win instantly.
Step 8: Play 450 total matches to unlock every character.
CD Factory:
The “CD Factory” trick is an easy way to earn stickers and CDs. All you have to do is create a small custom stage with certain stage parts (use the video example below to help you). Once you have made the stage, start a timed match with the time limit set to infinite, turn all items off except for the Sandbag item and set the item appearance to High. Make sure you have two controllers connected, and make sure that you are playing as Bowser. Select the CD Factory as the stage and begin the match.
Once the match has started, make sure that the character you are not using is standing on the block beneath the first conveyor belt, and make sure that you are standing on the second conveyor belt next to that block. All you have to do now is tap the Attack button once over and over again to hit the Sandbags and whilst doing this, you will pick up any CDs or stickers that fall out. You can repeat this little trick as much as you like.
You need 400 combined max combos to achieve everything from Training mode (apart from any actual training).
Kirby Method:
Once you are on the character select screen for Training Mode, select Kirby and head to the Temple (Melee) stage. Go to the pause menu and change, “CPU” to “Control,” and change “Help” to “ON.” Push your training partner to the side of the platform just left of their starting position. Move to their right side so they are pinned against the platform, and hold the Attack button to initiate Kirby’s multi-hit standard attack. Because they are pinned against the platform, they do not move and the number the number of hits continues to mount. The consecutive hits tally on the left is the max combo total as well. When it hits 400, you can exit out of Training to receive the Quendan trophy.
Smart Bomb Method:
For this method, it doesn’t matter what characters are used and it shouldn’t matter too much on the stage apart from it must be flat at least. All you need to do is go to the pause menu and change, “Help” to “On.” Once you have done that, scroll the item selection part until you get to the Smart Bomb. Stand next to your opponent, spawn a Smart Bomb and hit it so that it explodes. Once it has exploded, go to the pause menu, and spawn another Smart Bomb for each second that passes.
If you used this method correctly, you should be able to keep this up until you reach 999 max combos, which works for every character in the game, although you might find it harder with some.
I made this guide myself for mariokartwii.com and it may only be displayed here until further notice. If you want to use any particular pieces from this guide for personal use, you must ask me for permission first.
Last edited by Diableos Auros; 11-14-2009 at 01:49 PM.