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Enter Stage Builder, and ensure that you have the conveyor belt stage
piece (it comes with Edit Parts B, which are unlocked by building five stages).
2.
Build a small stage and two large sized conveyor belts down starting from
the bottom right side, and the second connected to it in the middle right. Build a
medium sized block at the bottom left of the map so that the bottom is completely
covered.
3.
Place a large conveyor belt two spaces above the medium sized block, and
reverse its direction. Test out the level, and make sure that all of the conveyor
belts lead inward, and don't push you off the stage.
Then, play on this stage, and turn every item off except for the Sandbag. Use a
character with a strong, spammable Neutral A combo like Kirby or Ike. If you have a
controller with a turbo function, Bowser is also an excellent choice, as it is possible
to get a CD about every 45 seconds with his Neutral A. Choose a character, then
proceed to hit the Sandbags as they come to you. Pick up any dropped stickers and
CDs, but be quick with CDs, as they disappear quickly. In addition to these, there
are a lot of other ways to make a Factory. Keep in mind that you will have to hit the
Sandbag hard and quickly for this to work. Also keep in mind to limit your treasure
hunting, as the Sticker counter will reset after an as-of-now unknown limit
(presumably 255) leaving you with none of the stickers you toiled to obtain.
However, this design is relatively inconvenient for one player to use, in that
ungatherable stickers and CDs may fall on the extra block. The small size also limits
the available surface area for item spawning. The most efficient Sticker Factory to
date is created as follows:
1.
2.
3.
4.
5.
6.
7.
Make Player Two a floaty character that can easily reach the ladder
under the stage - Pit or R.O.B. are perfect.
9.
When the match begins, move Player Two to the ladder, out of the way.
This storage area keeps them from getting beaten up while Player One gathers
stickers and CDs, but doesn't create a needless block that wastes an item spawn
point.
10.
Let Player One get pulled to the center. As Sandbags are pulled toward
them, use their Up tilt to repeatedly hammer them, stopping only to gather the
fallen items.
11.
The conveyor directly above the center keeps the sandbags from flying
up too high, allowing you to continually pummel them without wasting time. Any items
that spawn on top of it are pulled off onto the main platform, then pulled directly to
Player One.
12.
The high gravity makes the bags and items fall faster, so they can be hit
more often for more reward. The high speed simply improves the overall timeefficiency of the system.
13.
Extra vertically-placed conveyors are a possibility, but if it takes too
long for the spawned items to reach Player One, they may disappear before they can
be collected. This is especially true of CDs.
edit Two-Player CD Factory
1.
2.
Build two large (3 or 4 squares each) conveyor belts that face toward
each other, (The left one goes right and the right one goes left)
3.
Right over the place where the two conveyor belts meet, build two (2
squares each) conveyor belts going in opposite directions. (The left one goes left,
the right one goes right)
4.
At the right and left edges of the bottom conveyor belts, build walls. On
the tops of the walls, put small (1 square) conveyor belts so sandbags will be moved
to the bottom one.
3.
6.
7.
8.
9.
Turn off all items other than Sandbags and Smash Balls, and set
the spawn rate to High.
Begin the Brawl.
Everyone pile up in the little central area where all the sandbags should
go. Since everyone is fighting there (theoretically), the sandbags will take massive
damage. The small conveyor belt above will prevent them from flying far into the air.
When the smash ball appears, get it (obviously). Then, run back and forth
along the bottom conveyor belts and break open the Sandbags. The Sandbags will
cough up a bunch of goodies, which will all pile up in the very center. Collect the
goodies, or have your friend do it for you.
Watch in amazement as your stickers pile up!
Taunt
From SmashWiki, the Super Smash Bros. wiki
dancing), and the character may also speak or yell out a battle cry. Some people take
advantage of taunts where characters talk within Taunt Matches.
Marth is the only character in non-Japanese versions of the series that still speaks
Japanese. However, some "speaking" taunts change between languages. A notable
example is Jigglypuff, whose dialogue changes to reflect its name in other
languages, such as its Japanese name, "Purin."
A commonly held opinion among players is that Captain Falcon's Kirby's, Sonic's, and
Mr. Game & Watch's taunts are very annoying, especially when repeated incessantly.
edit Custom taunts
A custom taunt is an action that irritates the opponent in a manner similar to a taunt
but that is not actually a taunt. For example, each time Kirby or Samus ducks, they
make a noise that can annoy the opponent just as easily as one of their normal taunts
can. King Dedede crouching position when facing the screen is also considered as a
Taunt, as he lies on his side, supporting his head with his hand. Attacks may serve as
custom taunts as well. Examples include R.O.B.'s and Mr. Game & Watch's strong up
attack (rising arms and a #1 flag, respectively) and Ness's down and up smashes (yoyo tricks).
edit Also See
Taunt Match
Smash Taunt
edit Trivia
Luigi's and Snake's taunts can damage an opponents. Luigi's one spikes
aerial opponents or characters grabbing the ledge with a strengh that no other spike
has at 0% (because it has fixed damage). Also, in his Negative Zone he can KO
lighter characters with his taunt if they're in it. Snake's taunt doesn't have fixed
knockback, and can KO in Sudden Death.
Kirby, by using a taunt, can get rid of copy abilities.
Sonic (universe)
From SmashWiki, the Super Smash Bros. wiki
successful for expanding on both the core gameplay and the characterization and
world design. Sonic the Hedgehog 2 introduced many Sonic staples, such as Sonic's
Spin Dash ability to charge forward at full-throttle, Sonic's Super Transformation
ability to become a faster and strong gold-colored version called Super Sonic, and a
CPU-controlled sidekick to follow and assist Sonic, which in this case is the young
two-tailed fox Miles "Tails" Prower. Sonic the Hedgehog 3 thoroughly revamped the
gameplay and presentation and introduced Sonic's hero rival Knuckles the Echidna ,
and Sonic & Knuckles was a direct and physical continuation that was the first and
only Genesis cartridge to have another Genesis cartridge insertable onto it. Locking
Sonic 3 into Sonic & Knuckles created a huge Sonic quest where Sonic, Tails, and
Knuckles were all separate playable characters.
Time would not be so merciful to Sonic's career and Sega's standing in the
game industry in the years afterward, though. A lot of spinoff games for Genesis
and other less successful Sega systems like the Sega Saturn took the franchise in
various different directions such as isometric platforming and adventure-based
racing, and also introduced more characters, but the games were not appreciated as
much as the main series by fans and critics alike. Sonic had a magnificent
resurgence on Sega's better-handled Dreamcast console with its premiere title
Sonic Adventure, successfully pulling off a fully 3D adventure game that physically
remodeled Sonic's character design and yet felt worthy of the Sonic name. In spite
of great hardware and software in the Dreamcast, the system and Sega itself were
ultimately defeated by the competition in the form of the powerful Sony
PlayStation brand (with franchises like Metal Gear Solid) and the phenomenal
popularity of Nintendo's Pokmon franchise, and Sega ultimately shifted its company
focus to strictly a software publisher.
Now a developer for companies once considered its rivals, Sega resumed
developing a steady stream of Sonic titles and releasing them for all three main
competing hardware publishers - Nintendo, Sony, and Microsoft, though it started
exclusively for Nintendo with Sonic Adventure 2: Battle being the first Sonic game
for the GameCube. Some of these games would be critically acclaimed, some viewed
as mediocre, and some widely panned, and standout Sonic games on Nintendo
systems include the Sonic Advance series for Game Boy Advance, Sonic Rush for DS,
and Sonic and the Secret Rings for Wii. As a franchise, Sonic remains one of
gaming's most recognizable, and for this reason Sonic the Hedgehog has even
appeared in crossover games by popular demand. Three Wii titles are especially
notable: one is Mario & Sonic at the Olympic Games, a track-and-field-style sports
title featuring characters from the Mario universe and the Sonic universe competing
against each other; its sequel, Mario & Sonic at the Olympic Winter Games; and
Super Smash Bros. Brawl, featuring characters from many universes as playable
fighters, with Sonic among those playable.
The Sonic game franchise is a widely ranging series of games and other media
covering many genres and formats, and if the characters and world consistent among
them were taken away, there would seem to be several games and subseries
unrelated to each other and to the "main" series of side-scrolling platformers left
behind as a result. Sonic and related properties have appeared in games covering
genres such as side-scrolling, 3D adventure, racing, party-gaming, pinball, sports, and
fighting. What is generally consistent among all Sonic games is a sense of speed and
fast pacing, and gameplay and action is generally emphasized over voluminous
characterization and overwrought storytelling. A sense of "attitude" and "coolness"
pervades each Sonic title as well.
The Sonic franchise comprises several separate continuities and alternative
interpretations, such as with a long-running comic-book series published by Archie
Comics and several animated TV series separate from the games themselves, and in
many cases the games are not groupable together by "storyline". But in general the
franchise depicts a world where characters are wildly anthropomorphic and colorful
animals who speak and interact just like normal people (similar to the Star Fox
universe). "Normal humans" also exist in the Sonic world, however, and the primary
antagonist of the series is a "mad scientist"-style human named Dr. Robotnik (or Dr.
Eggman) who repeatedly attempts to take over the world with an army of robots and
a Death Star-inspired super-weapon named the Death Egg, and his nemesis Sonic
must thwart his schemes time and time again, collecting power-ups like Gold Rings
and powerful artifacts called the Chaos Emeralds along the way. Recent Sonic games
have explored different and more involved styles of storytelling and added new
characters of good and evil affinities, much like recent Mario games.
edit In Super Smash Bros. Melee
There is no verifiable mention of anything Sonic related in Melee at all, in
spite of the infamous rumor detailed below. However when Yuji Naka was asked if
Sonic would have appeared in Melee in an interview with Edge Magazine, he stated
that "It was very close, but time constraints did not allow us to continue with the
idea." [1]
Super Smash Bros. Melee by defeating 20 or more Fighting Wire Frames in Cruel
Melee.
This is the picture that came along with the EGM Sonic and Tails in melee
article.
Players have proven this rumor false both in premise and in practice. It would
be highly unlikely that SEGA (which, during Melee's development, was not yet a fullfledged third party company, and thus was in competition with Nintendo) would sell
its characters for use in a Nintendo game. There are no provisions to include Sonic
and Tails in Melee's All-Star Mode (which showcases every character in the game),
and an in-game message also indicates that Mr. Game & Watch is the last unlockable
character. In addition, another message tells the player that they have unlocked
every trophy. As beating single-player modes with Sonic and Tails would yield new
trophies, this is impossible. Along with all of this, hacking the game reveals no data
of Sonic or Tails existing in the game.
Additionally, Cruel Melee strategies showed very quickly that Sonic and Tails
did not appear after obtaining 20 kills - in particular, a video of a Japanese player
KO'ing 565 Wire Frames with Pikachu disproved the rumor spectacularly.
edit In Super Smash Bros. Brawl
The Sonic franchise makes a sensational debut in the Smash Bros. series in
Super Smash Bros. Brawl.
[edit] Character
Sonic the Hedgehog: The eponymous star of the franchise was the most
anticipated and requested third-party character for Brawl. Seemingly as expected,
he is a character who emphasizes speed, and has been compared to Fox and Falco in
Melee. His Final Smash is Super Sonic which utilizes the seven Chaos Emeralds to
transform him and fly around the stage, ramming into opponents at high speeds.
[edit] Assist Trophy
Shadow the Hedgehog: Shadow uses Chaos Control on the battlefield,
which causes the movement of opponents to slow down.
[edit] Stage
Green Hill Zone : Based on the first level of the first game. The stage is
based almost entirely around a huge crater like formation at the center. The bottom
areas of the dip are destructable and break away in squares. A checkpoint Star Post
appears at certain places in random intervals which can be struck to make it spin,
damaging enemies who touch it, other than the one that attacked it, unless it's a
team battle, then it applies for all teammates.
[edit] Music
Green Hill Zone - Original Sega Genesis version from the actual level. It
is the theme for the Green Hill Zone stage.
Angel Island Zone: The theme of Angel Island Zone from Sonic the
Hedgehog 3 completely redone by Jun Senoue, the composer of the music for the
Sonic Adventure titles. It is used on the Green Hill Zone stage. This is the only
Sonic the Hedgehog remix made for Brawl.
Scrap Brain Zone - Taken directly from the original Sonic the Hedgehog,
this was the theme to the game's last area. It is used on the Green Hill Zone stage.
Emerald Hill Zone - Original Sega Genesis version from the 1st level of
Sonic the Hedgehog 2. It is used on the Green Hill Zone stage.
Sonic Boom - The main theme of the American version of Sonic CD which
played during the opening movie, this song is taken directly from said game. It is
used on the Green Hill Zone stage.
Super Sonic Racing - Background music and main theme taken directly
from the lesser known Sonic racing game Sonic R. It is used on the Green Hill Zone
stage.
Open Your Heart - The main theme of Sonic Adventure, this is a looped
version of the very same song from said game. It is used on the Green Hill Zone
stage.
Live and Learn - The popular main theme of Sonic Adventure 2, it was
performed by Crush 40, the same people who did Open Your Heart. It is used on the
Green Hill Zone stage.
Sonic Heroes - Also performed by the same band as the above two songs,
this was the main theme of the game of the same name. It is used on the Green Hill
Zone stage.
Right There, Ride On - Taken directly from the first Sonic DS title
known as Sonic Rush, this was the background music to the Leaf Storm levels. It is
used on the Green Hill Zone stage.
Seven Rings in Hand - Taken directly from Sonic's first Wii title Sonic
& The Secret Rings, this was the main theme to that game. It is used on the Green
Hill Zone stage. This song also plays during Sonic's Classic Mode credits.
[edit] Trophy
Amy Rose
Blaze the Cat
Chao
Cream the Rabbit
Dr. Eggman
Jet the Hawk
Knuckles the Echidna
Shadow the Hedgehog
Silver the Hedgehog
Sonic the Hedgehog
Super Sonic
Miles "Tails" Prower
[edit] Stickers
Amy Rose
Hedgehog JP Ver.)
Hedgehog US Ver.)
Cheese the Chao
Dr. Eggman
Emerl
Erazor Djiin
Espio the Chameleon
Gamma (E-102)
Jet the Hawk
Knuckles the Echidna
Metal Sonic
Omega (E-123)
Rouge the Bat
Shadow the Hedgehog
Shahra the Genie
Silver the Hedgehog
Sonic the Hedgehog
Storm the Albatross
Super Sonic
Tails
Tikal the Echidna
Vector the Crocodile
Wave the Swallow
Note-With the exception of the Classic Sonic stickers, Sharhra the Genie and
Erazor Djiin stickers, all the sticker art is character artwork that origanates from
Sonic Channel, the offical Japanese website for the Sonic franchise.
correctly, Wario should teleport from the "hill" going down, and suddenly
appear on the solid platform above, even though the platform is solid, and
Wario was underneath the platform when it happened. All the ramps in the
picture will work, but Wario must be driving a bit slower for it to work with
the middle one. Also, Wario can "float" up to the platform, if the control
stick is pressed only slightly while moving forward, for a smaller wheelie.
Kirby (SSBB)
From SmashWiki, the Super Smash Bros. wiki
This article is about Kirby's appearance in Super Smash Bros. Brawl. For
other uses, see Kirby.
Kirby
Universe
Kirby
Appears in
SSB
SSBM
SSBB
Debut
Availability
Starter
Tier
A (13)
Kirby (, Kb) had been confirmed for Super Smash Bros. Brawl
since the first preview shown at E3 in May 2006. Of all the characters
shown, Kirby appears to be almost completely unchanged graphically. It was
speculated that Kirby's Up smash may be stronger, his attacks seem to be
quicker in general, and he is apparently somewhat heavier than before.
His Final Smash is Cook Kirby, which is reminiscent of the Cook ability seen
in various Kirby games. In the games, Cook Kirby clashes his utensils,
tosses opponents into a pot, seasons them, stirs, and finally, items pop out
of the pot.
Kirby ranks 13th on the current tier list - which is significantly higher than
his rank of 25th in Melee, above only Pichu, and tying with Mr. Game &
Watch for the second-highest increase in ranking - thanks to his good
matchups and being a solid character choice all around.
Contents
[show]
edit Attributes
Kirby is a small, light character with quick attacks and a huge recovery.
Most of Kirby's moves have hitboxes that extend for longer than they
appear, giving him deceptive range. Kirby's aerials are quick and strong. His
Forward Air is a great Wall of Pain technique, his Down Air is a decent
Meteor Smash, and his Back Air and Up Air are good finishers. Kirby also
has an excellent ground game, as all of his tilts and smashes come out
quickly, and most of them have very good priority, on a par with Mr. Game
& Watch. Kirby's specials are also generally useful. His signature ability is
Inhale, which allows him to copy the Standard Special Move of an opponent.
Kirby can then use the move just as its owner can, which can open up new
strategies. Kirby's Stone lets him fall quickly and crush opponents, also
turning him mostly invincible for a short period of time. Stone can be
cancelled and re-done when falling, making it difficult to predict. On the
downside, Kirby is vulnerable when changing from Stone, and opponents can
grab him in Stone form.
With five midair jumps and Final Cutter, combined with his floatiness,
Kirby's recovery is one of the longest in the game. Kirby also has an
extremely low crouch (although he cannot crawl), allowing him to duck
various attacks. Being light, small, and floaty, Kirby is not very vulnerable
to chain grabbing.
Kirby does have his problems, however. He has slow Floor Recovery rolls,
making him vulnerable when knocked down. His low weight means that he
can be KOd at relatively low damages, and his floatiness can make it hard
to survive vertical knockback. Kirby has good KO power for a lightweight,
but he has problems KOing if his smashes and Hammer have been used
flurry of kicks to increase the spiking effect. Multiple hits. (3% per hit,
18% total)
[edit] Grabs and Throws
Pummel - A quick punch. Does 1% damage.
Forward throw - "Pile Driver" from Kirby's Suplex ability in Kirby
Super Star. Kirby rises slowly in the air, while flipping, then slams the
opponent down. Incredible combo potential. Does 8% damage.
Back throw - "German Suplex" from Kirby's Suplex ability in Kirby
Super Star. Quickly flips backwards and slams opponent head-first into
the ground. Does 8% damage.
Down throw - "Fury Stomp" from Kirby's Suplex ability in Kirby
Super Star. Kirby throws his victim into the ground, and then stomps on
them several times quickly. Meta Knight has the same throw, but with
more horizontal knockback, and slower stomping. Can chain grab fast
fallers like Sheik at low damages. Does 12% damage.
Up throw - "Air Drop" from Kirby's Ninja ability in Kirby Super Star.
Kirby flies off the top of the screen, and comes back down violently in
an explosion, like a Warp Star item. Somewhat average knockback. Meta
Knight shares this move as well except without the explosion. Does 10%
damage.
[edit] Special Moves
Kirby's Special Moves
Standard Special
Move
Inhale
Side Special
Move
Hammer (move)
Up Special Move
Final Cutter
Down Special
Stone
Move
Final Smash
Cook Kirby
[edit] Taunts
Up Taunt: The famous Kirby Dance.
Side Taunt: Spins around, then sticks out his leg saying "Pew". Almost
identical to the "preview" animation shown when he is chosen in the original
Super Smash Bros..
Down Taunt: Does his signature "Hii", but in a lower tone than in Melee.
This is the shortest duration taunt in the game.
[edit] Changes from Melee to Brawl
Smash Attacks are much stronger.
Tilts and Aerials do less damage.
Up tilt and Down tilt have new "Interruptible As Soon As" frames.
His Forward Air, Up Air and Down Air have less knockback, while his
Up Air has become a fantastic juggling move.
His dash attack is no longer "Burning/Fireball Kirby", and is instead
his Break Spin from Yo-Yo Kirby in Kirby Super-Star.
Much better throws:
His Down throw has less ending lag and can combo into his Up
Tilt.
His Forward Throw and Back Throw can no longer be used to
Kirbycide, nor can they be escaped from.
Inhale can now suck in items.
Hammer deals a bit more damage and always does a good hit when on
the ground.
Hammer in mid-air is now two full horizontal swings and can now help
recovery because of the brief stall at the beginning.
Hammer no longer has a sweetspot (or a hitbox) at the back of the
swing and is now very strong wherever it connects.
Final Cutter is faster.
When they confront Tabuu, Tabuu unleashes his Off-Waves Attack that
turns everyone, including Kirby, into trophies. However, Kirby is
miraculously revived thanks to the badge he found at Dedede's hideout
earlier, which he had swallowed prior to Tabuu's attack (when Bowser
escapes with the Peach/Zelda trophy is his Clown Car). After going through
Subspace alone and reviving some of the fighters along the way, Kirby
finds Ganondorf's trophy. Before he can do anything Bowser appears and
attacks Ganondorf's trophy in revenge for turning him into a trophy
earlier, before throwing it aside. King Dedede then runs over to Kirby and
hugs him before pointing the staircase to Kirby, and dragging Kirby up it.
Kirby then helps the others fight Tabuu. In the end, Tabuu is Vanquished
and the World of Trophies is saved!
edit Palette Swaps
When Kirby hits a wall, lands on the ground, or does certain moves,
small stars are emitted, similar to how they look in the Kirby games.