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MARIOSDAD_basic

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#1 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated ... good ol mansion8)

Feb. 18 Mon. 2008

Luigi's Mansion

Luigi's Mansion looks to be Luigi's new pad, but there's something...a little creepy about the place.

HOW TO UNLOCK

Is it a proud estate? Or maybe a haunted mansion?

All these different rooms are visible, kind of like a cross section.

Whoa. Leaving so many swanky rooms for Luigi's exclusive use seems like a waste.

What I'd really like you to look at are the 4 pillars in the house. When you attack these pillars and destroy them, the area of the house supported by that pillar crumbles to pieces!

I-it's collapsing! My apologies to the owner!

But you know, since we've already come this far, I guess we've got no choice but to tear the whole place down!

Noooo! Please doooon't!

It's gone... All gone.

While it may seem unusually cruel to Luigi, you shouldn't hesitate to go ahead and smash down the house if it will give you the upper hand in a brawl.

...Besides, if you just wait a while, the place puts itself back together anyhow.

What the--?! Well, it figures. We all knew it was no ordinary mansion.

http://www.smashbros.com/en_us/index.htmlMARIOSDAD_basic
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#2 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Good that Luigi's Final Smash now has a name. I wonder what is the inspiration for the Negative Zone came from? I do not think it is from Luigi's Mansion.yowvapa

Hmm has to be from luigi's mansion i cant think of another game that resembles this.

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#3 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated :P

Feb. 15 Fri. 2008

Luigi

Luigi

Luigi is the dreamy, comical poster boy of the Smash series, and everywhere he goes his slightly awkward presence is felt.

This time around I'd like to present him as less of the eternal second fiddle-and maybe give him a new title like, "everyone's favorite man in green"!

HOW TO UNLOCK

Luigi's Special Moves

Standard Special Move.....Fireball

Side Special Move...........Green Missile

Up Special Move.............Super Jump Punch

Down Special Move..........Luigi Cyclone

Final Smash...................Negative Zone

Tips

The Super Jump Punch is Luigi's calling card.

If you hit the opponent with it midmove, Luigi merely taps the opponent, knocking out a single coin.

BUT! When you get in close and connect with the beginning of the move...

PING! Luigi sends 'em rocketing skyward!

This is the Fire Jump Punch. It's more potent on the ground than in the air, so try catching the enemy off guard with it after a quick dash or evasive roll.

Sadly, Luigi's a sitting duck when he whiffs this attack.

Boost the damage and distance the Green Missile can fly by holding down the special-move button!

Occasionally, regardless of whether you charge the move or not, the Green Missile will launch explosively!

This happens about 1/8th of the time and dramatically boosts the power of the attack!

Remember to aim carefully before blasting off.

When you trigger Luigi's Final Smash, funky world music fades in and the immediate area gets wrapped up in the Negative Zone.

You're on Luigi's turf now!

Opponents who set foot in the Negative Zone are plagued by a random assortment of effects including:

Drastically reduced attack power

Greater launch distance when hit

Increased likelihood of slipping

Steady increase in damage percentage

Flower growth on head

Dizziness

Uncontrollable taunting

Sudden sleepiness

Decreased movement speed

...And so on.

If you fall asleep or get dizzy here, you'll have no way to avoid the inevitable Fire Jump Punch that will seal your fate!!

Easy pickings. Mmm mmm.

If your opponent unleashes the Negative Zone, at least try to stay in the air. While aloft you won't suddenly sleep, slip, or start taunting.

http://www.smashbros.com/en_us/index.htmlMARIOSDAD_basic
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#4 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated :twisted:

Feb. 14 Thu. 2008

Green Hill Zone

Sonic's stage is a hidden stage. It's like the Sega Genesis makes a comeback as Nintendo hardware!

HOW TO UNLOCK

Wooow, you can see the famous shuttle loop in the back there!

Even the places you won't see have been made just right...

One of the key features of the terrain here is the big, gently sloping dip in the ground. It's a good place for Sonic to make runs through.

No stopping now!

However, if it takes enough impacts from attacks, the middle sections of the ground drop off.

The ground falls away in blocks.

The surface splits in three places. As the terrain changes, your tactics also have to change. Take a look at the items that are appearing, your opponents, etc., and adjust accordingly.

On the course in the background, three guests will occasionally pass by: Tails, Knuckles, and Silver.

Here they come, but they're kinda small...

Actually though, this is how detailed we've drawn them!

Probably just because we like them so much.

http://www.smashbros.com/en_us/index.htmlMARIOSDAD_basic
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#5 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Yep stagebuilder looks nice:D

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#6 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated

[QUOTE="MARIOSDAD_basic"]

Feb. 13 Wed. 2008

Hidden Parts in Stage Builder

These are the kind of parts you can unlock in Stage Builder.

HOW TO UNLOCK

Terrain like you've never seen before...

Like rotating platforms similar to a Ferris wheel...

And conveyor belts...

Or springboards...

These are all additional parts you can use in Stage Builder. If you use parts well to build new stages, you'll get more. It's pretty simple to unlock them.

Don't worry if you don't have a lot of parts at first. More will begin to appear fairly quickly.

Eventually, things start to get pretty fancy!

Feb. 13 Wed. 2008

Yoshi: Special Moves

Using Yoshi's special moves obviously calls for becoming an expert at throwing eggs.

This is what happens if you just do a normal throw.

If you hold the button down, both speed and distance increase.

If you tilt the Control Stick forward when you throw, the angle of the throw will be more horizontal.

If you tilt the Control Stick backward when you throw, the angle of the throw will be more vertical.

The length you hold the button and the direction you move the stick make all sorts of combinations. If you can master them all, your range of attack will be really huge!

Thiiiiis huge!

This move captures your opponent in an egg. Yoshi is pretty scary when he uses his tongue attack.

Schlurrrp!

Pop!

And off into the abyss...

If you get trapped in an egg, you can move left and right to try to avoid falling off edges. Also, you can break out of the egg by tilting the Control Stick back and forth.

However, if you've taken a lot of damage, it will be harder to break free. So if you're taking a beating, you've got to be careful of surprise attacks!

http://www.smashbros.com/en_us/index.html]
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#7 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated

[QUOTE="MARIOSDAD_basic"]

Feb. 12 Tue. 2008

Mario Bros.

HOW TO UNLOCK

Oho! Now THAT'S a faithful recreation!

Low ceilings over most areas of the stage make standard KOs much more difficult.

See? Like I said, normal KOs are tough to get here.

So, you'll just have to use the creatures wandering around the stage to do your dirty work.

Here's a Shellcreeper and a Sidestepper.

You can flip them on their backs by attacking them or by giving them a bump from below.

Flop.

Once they're upside down, grab 'em and chuck 'em at someone. If they hit an opponent, he or she will fly directly sideways!

Whoa there! Look how it sends 'em flying!

You'll spend a lot of time taking flying Shellcreepers to the face and getting smacked by Sidesteppers roaming the stage.

The play ****here is completely different from the variety you'll find on all other stages, so look forward to something new.

http://www.smashbros.com/en_us/index.html[/QUOTE]
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#8 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated 8)

[QUOTE="MARIOSDAD_basic"]

Feb. 11 Mon. 2008

Quick Techniques

There are quite a few techniques that didn't make their way into the instruction manual.

I'll try not to get too technical with things, but just know that there are lots of small tricks like these for you to play around with.

When a blow sends you flying, tap the shield button just before you come into contact with the ground, wall, or ceiling. You'll bound off the surface with a little hop and, like a judo master, cancel any excess momentum that would have otherwise kept you careening around wildly.

Press with just the right timing.

Since midair move-based recoveries have become more fluid, I believe some will find this technique to be slightly less important than it was in the previous game.

The enemy closes in to attack. You draw him or her closer, then closer still, and just before the blow connects...

Clang! You just performed a perfect shield! You'll recover from the blow you just blocked with almost no delay and are in a perfect position to launch a counterattack!

If you do a perfect shield on a big hit, get ready to strike back!

Use a particular move too many times and the damage it deals will begin to decrease!

And so it should. Let's face it, it takes more skill to use a character's full move set than to rely on the same attack over and over.

Moves will decrease in attack power when used repeatedly and get progressively weaker with additional usage, so try and weave a wide variety of attacks into your offense.

Also, if you feel like your attacks just aren't launching the opponent as far as they should... Once again, I suggest you try mixing a few other moves into your offense.

Hey, don't you think it's time you, y'know, tried some other moves?

This isn't really a technique so much as it is a little tidbit of Smash info.

When your attack just grazes the opponent you'll hear a little "chik," meaning you've just barely grazed the opponent.

A glancing blow just nicks the opponent so don't expect your enemy to flinch.

In Brawl you can actually swim a little bit when you're in water. You'll soon drown though, and the more damage you've accumulated, the less time you'll be able to stay afloat.

We're... We're going under!

This technique is absolutely vital in a scuffle.

Every character has a momentary animation before they jump where they sort of hunker down. If you let off the jump button before this animation ends you'll perform a small jump.

Here's a comparison with a standard jump.

Try using small jumps to close in and score hits on your opponents while dodging their attacks.

Just take a little leap.

While dashing, press the direction opposite your current heading while performing a grab. You'll get more range out of this kind of grab, so try pulling a 180 and scooping up your unsuspecting opponent with it.

You can grab from this far away!

Let's say you've just taken a solid hit. You go flying and collapse on the ground.

You notice a few tasty food items on the ground near you.

If this describes your situation, now's the time to hit the A Button. You can scoop up food items and eat them without even standing up.

Mmm... Tasty!

・Mario's Cape
・Fox's Reflector
・Pit's Angel Ring and Mirror Shield
・Zelda's Naryu's Love

...And so on. All these moves have the ability to reflect incoming projectiles back at your opponent. When you use one of these to send back an attack, it actually increases the damage that projectile does.

But if you and your opponent pump up a projectile's damage too high, say by reflecting it back and forth...the projectile will become too powerful and break through your reflecting device.

You'll take a heavily powered-up shot straight to the body, so you know it's going to hurt.

http://www.smashbros.com/en_us/index.html[/QUOTE]
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#9 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated :twisted: Still waiting on Enemies and Allies:(

Feb. 08 Fri. 2008

Enemies and Allies

Movie link

Man, Meta Knight and Marth are both so slick, aren't they?

The story in The Subspace Emissary unfolds with virtually no dialogue. Every so often you might hear a character yell out their trademark battle cry for a particular special move, but for the most part, things move along at a good clip unaided by voiced lines. (I used a similar technique in the Kirby animated series as well.)

During the story, some characters are (or at least appear to be) familiar with some of the other personalities that appear along the way. However, there are several characters that will treat each other as complete strangers at first, just like Marth and Meta Knight did in the movie above.

What spurred these two, who had formerly viewed each other as enemies, to band together? It's because they realize now that they are united against common enemies known as the Subspace Army.

Now I know some will think, "Well, duh! Marth and Meta Knight would know that at a glance! Neither of them looks like a Primid!" But look at Wario and Bowser. Both of them are residents of "this world" and yet they are on the side of the Subspace Army.

While members of the Subspace Army are easy enough to spot at a glance, figuring out who's an enemy and who's an ally is much harder with other characters. My advice is to remember that old saying: The enemy of my enemy is my friend.

...That said, there is one character who has a rather unusual method by which they can distinguish friend from foe...

Feb. 08 Fri. 2008

Zero Suit Samus: Final Smash

When you let loose with Zero Suit Samus's Final Smash, she reequips her Power Suit.

Yes, Zero Suit Samus isn't the stoutest of fighters, so picking up a Smash Ball is cause for relief.

She's on standby and ready to rock!

Energy swirls around Samus.

Then she transforms!

It's Samus! Samus! Samus!

The whirl of energy that appears before Zero Suit Samus's transformation sucks enemies into the chaos.

I should probably tell you that only Samus is available on the character-selection screen. So what should you do when you feel like playing Zero Suit Samus from the get-go?

1: At the character-selection screen, hold down a shield button then proceed to the next screen.

The Power Suit falls away in fragments.

2: Quickly input taunts ↑↓↑.

What's this? ...So you can shed your armor anytime you want?!

Thing is, you're going to have to put that command in pretty darn fast in order for it to work. If you've set your taunts to the +Control Pad on your controller, you'll eventually input the command correctly if you rapidly hammer up and down on the +Control Pad.

It's not easy, but how awesome is it that you can make Samus coolly switch between two completely different fighting forms! Try it out next time you feel like showing off.

http://www.smashbros.com/en_us/index.htmlMARIOSDAD_basic
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#10 MARIOSDAD_basic
Member since 2002 • 1067 Posts

UPDATED 8)

Feb. 07 Thu. 2008

Marth

Marth

Marth's a royal prince from the Fire Emblem series who also is featured in the opening cinematic for the game.

He attacks with flowing blade work and special moves that enhance his offensive and defensive capabilities. You'll want to play with Marth in a manner that befits his graceful ****

HOW TO UNLOCK

Marth's Special Moves

Standard Special Move Shield Breaker

Side Special Move Dancing Blade

Up Special Move Dolphin Slash

Down Special Move Counter

Final Smash Critical Hit

Tips

If there's one tip I want to make sure you remember when playing Marth, it's that the tip of Marth's sword produces stronger attacks. Attack like you want to just nick the bridge of the opponent's nose.

Hit the opponent with a strong side attack from up close and you'll do 8% damage.

Hit him with the tip of your sword and you'll do 12%.

Marth's side special, the Dancing Blade, offers nine separate attacks, which is the most of any special move in the game.

Time the button presses for this attack while moving the Control Stick into the up, down, or neutral positions to perform different offensive moves.

Start things off by pressing sideways + the special-move button.

On attack number two, you can choose between two attacks. Hold up on the Control Stick or let it rest in the neutral position. (For this attack, you can also produce the same attack as neutral by tilting down on the Control Stick.)

Attack number three let's you chose between three attacks. Up, neutral, and down.

And now for the finale. Choose between up, down, or neutral.

Next there's Marth's counter, a move that can clinch the match for players who have mastered it. Ike has this move as well.

If an opponent lands an attack on you while Marth is in his counter stance, he'll deflect the blow and strike back with a quick counterattack.

Ike delivers a ferocious blow!

Marth counters in a flash!

When you land a counter like this, let me tell you, it feels sooooo good!

Let's continue. Marth's counterattack delivers damage at 1.1 times the power of the attack he was hit with and will always do a minimum of 8% damage.

Ike's counter doesn't go up as quick, but does 1.2 times the damage with a minimum attack power of 10%.

Regardless of the damage dealt, counters will not knock back opponents any further than the attack deflected.

Now, on to Marth's Final Smash...

A single critical hit!

Bleepbleepbleepbleep!

Huh? What the--?! Is that a life gauge I see?!

...Must have just been my imagination!

http://www.smashbros.com/en_us/index.htmlMARIOSDAD_basic