Você está na página 1de 23

CD Factory

From SmashWiki, the Super Smash Bros. wiki

A typical CD Factory in action


A CD Factory is a custom stage built to gain Stickers and, of course, CDs. The
"Factory" can literally be any custom stage, but most formats require conveyor belts
to be a success. A CD Factory allows one to quickly collect Stickers and CDs by
abusing conveyor belts, and Sandbag's ability to give out rare collectables (stickers
and CDs). It works because if Sandbag is the only item enabled, the only items it can
drop are Stickers and CDs (Which cannot be toggled via the item switch)
edit How to make one
There are many ways to make a CD Factory. Here is one way:
1.

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.

Use the largest available custom stage template.


About halfway up the available space, place a line of conveyor belts, all
leading into the center. You will have to alter the size of some of them to get
maximum horizontal space, but it's best to use as many of the very large size
conveyors as you can.
Directly above the center of the conveyor belts, to which all things on
the map should be pulled, place another large conveyor belt. Its direction is
irrelevant, since either side of the main platform rolls things to the center.
Below one of the sides of the main conveying platform, place several
ladder pieces that are easily accessible from the main stage area.
Turn all items off except Sandbag, and turn the frequency to High.
Enter "Special Brawl". Turn the speed to Fast and the gravity to Heavy.
Make Player One a character with a fast, spammable, vertical-knockback
Up tilt - Mario and King Dedede good choices.

High efficiency CD Factory


8.

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.

Use the largest available custom stage template.

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.

The basic layout of a 2-Player CD Factory


5.
1.
2.

Go to "Brawl" and set the following rules:


Free For All with four players.
3 stock - this is suggested so you will not go over the sticker count
limit and lose all the stickers you got

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

Sonic's infamous "You're too slow!" taunt.


A taunt is a move designed to provoke, annoy, or mock opponents, or to just
celebrate a good move or combo. Up until Brawl, there was a limit of one taunt per
character. In Brawl, however, each character has at least three different taunts
(with the exception of Snake, which all are very similar, except the animation he
gets into the box). To use a taunt, in SSB, one must press the L button, or in Melee,
up on the Directional-Pad (or "D-pad"). In Brawl, the direction one pressed on the Dpad (or the buttons on the Wii-Remote) influences which taunt is used.
Interestingly, Luigi and Snake are, so far, the only characters whose taunts can
inflict damage.
Pichu and Captain Falcon had taunts in Melee that had two different animations
depending on what direction they were facing. Also, Wario has an extra taunt when
he is riding his bike (used by pressing any of the taunt buttons). Some characters,
such as Captain Falcon, Kirby, Ike, Sonic, or Falco have taunts so annoying, odd, or
funny that they have become internet memes.
Each taunt is different between every character. However, there is one thing
certain with taunts. Taunts will always have the character doing a motion (such as

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

The Sonic universe refers to the Smash Bros. series' collection of


characters, stages, and properties that hail from the world famous media franchise
owned by Sega and centered on its company mascot, Sonic the Hedgehog. This had
been easily the most anticipated new franchise for inclusion in the Nintendo-based
fighting game series and is considered the biggest "rival" franchise to Mario. Its
logo is a silhouette of Sonic's head, similar to the logo of Sonic Team.
Contents
[show]
edit Franchise description
As Sega's 16-bit console, the Genesis, was launched by 1990, Sega decided it
needed to develop a killer-app for the system that could effectively combat the
1991 launch of the Super Nintendo console and its hit pack-in game, Super Mario
World. It put into effect "Project Million Seller", where a small team of developers,
prominent among them programmer Yuji Naka, developed a side-scrolling platforming
game named Sonic the Hedgehog. The game indeed sold millions as the pack-in title
for Genesis systems, thanks in no small part to design elements that were welcomely
radical and fresh for their time: lengthy-yet-timed action-based levels where the
object is to get to the end before time runs out, and the main character runs and
jumps very fast through these levels to bounce off of and roll through enemies and
obstacles while avoiding pits and spikes and bouncing off springs. This character, the
anthropomorphic blue hedgehog and 'tude-filled speed demon named Sonic, was
endearingly established as Sega's mascot and answer to Nintendo's Mario and
helped ensure the Genesis' place as the primary contender to the SNES in what
would be remembered as one of gaming's most memorable "console wars".
As one would expect for such a smash hit character and game franchise,
sequels were in order, and a steady stream of Sonic sequels, spin-offs, and
alternative media was released in all of the following years for all Sega-owned
systems. The "real" sequels to Sonic the Hedgehog were generally the most

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]

[edit] Sonic & Tails Rumor


In the April 2002 edition of EGM, an Aprils Fool's claim was that Sonic and
Tails, the two biggest mascots of the game company Sega, could be unlocked in

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.

HIS WORLD (Instrumental) - An instrumental version of Sonic's theme


from the next generation Sonic the Hedgehog title for the Xbox 360 and
Playstation 3. It is used on the Green Hill Zone stage. It is unlocked by playing on
the Green Hill Zone stage 10 times.

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.

Sonic's victory theme - The victory fanfare of Sonic is an orchestration


of "Mission Complete" from various Sonic the Hedgehog titles, with it originating in
Sonic the Hedgehog 3. This version is taken directly from the next generation Sonic
the Hedgehog for the Xbox 360 and Playstation 3, making it the only victory music
directly imported from another game.

[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

Big the Cat


Blaze the Cat
Charmy Bee
Chaos
Chao
Classic Sonic (Sonic the

Classic Sonic (Sonic the

Cream the Rabbit and

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.

[edit] Removed Content


There is 1 piece of removed content of the Sonic Universe in Brawl. They are:

You Can do Anything (Music) - Sonic CD (JP)

Wario Bike teleport glitch


From SmashWiki, the Super Smash Bros. wiki

This article may require a cleanup.


The editor who added this tag believes this
page should be cleaned up for the following
reason: work on layout of page, grammar,
etc.
You can discuss this issue on the talk page or
edit this page to improve it.
The Wario Bike Teleport Glitch is a glitch that was first discovered by
Zorakirby on Tuesday, November 4, 2008, which allows Wario to teleport to a
higher platform in a custom stage.
edit How to perform

How to set up the level for this glitch


To do this glitch, first, make a level CONTAINING the setup in the
picture. The setup can be "flipped" and it will still work. Also, only one solid
ramp is needed (the picture has more ONLY to show that all three ramps
will work). Wario must be near, or further up from where he is in the
picture. Now, while on the ground, use Wario's bike, and go down the hill,
while performing a wheelie. When Wario reaches the solid platform, the
bike's TOP tire should be overlapping (inside) the platform. If performed

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

Kirby's Dream Land (1992)

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

repeatedly and have lost power due to Stale-Move Negation. Some of


Kirby's moves have poor range, such as those where he doesn't use his
feet. Kirby's mobility is also somewhat poor; he runs relatively slowly and
his airspeed is below average. Overall though, Kirby has only a few
weaknesses which talented players should be able to overcome.
edit Moveset
[edit] Ground Attacks
[edit] Normal
Neutral attack: Vulcan Jab - Two punches, followed by a rapid flurry
of punches that release shock waves. Similar to Vulcan Jab from his
Fighter Ability. (2%, 3%, 1%, 1%, 1%...)
Dash attack: Break Spin - Spins on his hands, while kicking with his
feet. Multiple hits. Break Spin from his Yo-yo Ability from Kirby Super
Star. Has high priority and is useful for clearout. 5 hits of 2% damage
with little, set knockback that traps the opponent in the attack, then
another final hit that has more knockback to it; little kill potential, does
4%.
Forward tilt - A quick long ranged roundhouse kick. Can be angled
upward or downward. 7%.
Up tilt - Quickly raises one leg vertically from behind. A good
juggling move. It is faster and has higher priority than Snake's Up tilt.
The damage depends on the opponent's position from Kirby. 5% if near
Kirby, 7% if above or side-by-side from Kirby.
Down tilt - Crouches low and delivers a long ranged low kick. Good
chance that it will trip opponents. 6-7%.
[edit] Smash
Side smash: Spin Kick - Lunges forward and delivers a very long
range jump kick that moves Kirby forward. Can be angled. High
knockback and executes quickly. It has high enough priority to pierce
Meta Knight's Mach Tornado. This is clearly derived from Kirby Super
Star, where a nearly identical move called "Spin Kick" can be used by
Kirby with the Fighter copy ability. 15%-21%. Does weaker damage if
hit at the end of the attack. 11%-18%.

Up smash - Does a short somersault while doing an upward kick.


Decent range, and High knockback. 15%-21%. Weaker damage if the
opponent is hit as Kirby puts his feet on the ground. 12%-17%.
Down Smash - Splits his legs apart and spins around rapidly. One of
the few moves that haves you attacking from both sides at the same
time. Usually a vertical knockback, if the opponent is close to you and
has good range. The hitboxes on the tips of his feet push opponents
away as a semi-spike, which is very useful for edgeguarding. 14%-19%.
[edit] Other
Ledge attack - Flips over the edge and kicks. 6%.
100% Ledge attack - Gets up and then uses a move similar to his
down smash. 6%.
Floor attack - Gets up, then kicks on one side, then the other. 5-6%.
Trip attack - Gets up then spins around, kicking.
[edit] Aerial Attacks
Neutral aerial - Spins in place, dealing damage with his arms and legs.
Has a long duration with multiple separate hits. One hit (per foe): 6%12% damage, depending on when it lands, with little knockback.
Forward aerial: Triple Kick - Does three spin kicks, with good
knockback on the last kick. Kirby could do this move with the Fighter
ability in his series. Three hits: the first hit does 4% damage and has
very little knockback. The second hit does 3% damage and has even less,
upward knockback than the first; it has the least knockback, damage,
and range of the three. The last hit does 5% damage and has the most
knockback, though still little.
Back aerial: Fence Of Pain - Quickly crouches in midair then kicks his
legs behind him. High knockback and has Sex Kick properties. There is a
sweetspot on this move, just on Kirby's feet tips as it comes out, which
deal slightly higher knockback than the rest of his feet.
Up aerial: Does a flip kick in midair similar to his Up smash. Can KO
mid to high-percentage opponents. (12-15%)
Down aerial: Drill Kick - Kirby's famous Drill Kick, this move can
spike, spikes especially well against characters with poor vertical
recovery and Kirby can fast fall this move to lock opponents in the

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:

He doesn't lose his jumps after his Forward throw and Up


throw.

His Forward throw can combo very well.

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.

Faster character overall.


More horizontal midair movement (but still very slow compared to
most other characters).
Higher priority.
Bigger, stretchier feet, increasing the range of attacks involving
them.
When Kirbyciding, every character is a "Zero Framer".
No longer regains all his jumps after a Kirbycide.
Voice has a slightly different pitch for certain moves and his "Hi!"
taunt sounds somewhat different (although his voice actress is the
same).
edit Role in the Subspace Emissary
In the beginning, a trophy of Mario and Kirby are thrown into an arena,
come to life, and have a friendly match. The player chooses the one they
want to play as. After the battle between the two, the victor revives the
fallen loser, and the two fighters celebrate and wave to the crowd when
suddenly, the Subspace Army attacks! Peach and Zelda, who were watching
their match, both come to their aid. After the brief battle, the Ancient
Minister shows up with a giant Subspace Bomb that is quickly armed by two
R.O.B.s. When Mario attempts to stop the bomb, he is ambushed by a giant
cannonball and is blasted away from the stadium. Meanwhile, the two
princesses are captured by Petey Piranha, and are thrown into separate
cages. Kirby then faces off against Petey, but only one princess can be
freed. After defeating Petey, Wario appears carrying a giant gun called
the Dark Cannon, turns the princess Kirby didn't save into a trophy, and
runs off with her. As Kirby and the remaining princess begin to leave, Kirby
sees that the Subspace Bomb is about to explode! Fortunately, they flee
the Midair Stadium via Warp Star. However, they are soon chased by the
Halberd and are forced to land on it. Soon after, an Arwing gets shot down,
blowing both Kirby and the princess off the Halberd and onto a series of
ridges.

Kirby in the SSE


After climbing down from the ridges, Kirby sees something and runs ahead,
leaving Peach/Zelda behind. She is then turned into a trophy from behind
by Bowser's Dark Cannon, and is copied by a Shadowbug clone of Bowser.
After a fight, Mario and Pit/Link and Yoshi are turned into trophies, and
are captured by an arm from a cargo drove by King Dedede, which also has
Zelda/Peach, Luigi, and Ness's trophies. Suddenly, Kirby appears from
behind and uses Final Cutter to sever the arm, and revives the pair's
trophies in the process. When Dedede attempts to escape, Pit/Link fires
an arrow at his cargo, slowing it down a little, and the five pursue Dedede
to save their friends.
Eventually, they find a cave that Dedede's cargo is parked by, and after
getting through, they find Dedede's hideout. Upon exploring his hideout
they see a hole in the wall, and decide to enter it. They then see Bowser,
who escapes to the Halberd after avoiding Mario and Pit's attacks. After
the scuffle however, Kirby finds a mysterious badge that fell off
Zelda/Peach's trophy.
Some time after that, Kirby and the others pursue the Ancient Minister in
a desert, trying to stop him from detonating another Subspace Bomb.
Despite their best efforts, the bomb still explodes, and they barely
managed to escape it. Kirby and the others then aided Marth, Ike, Lucas,
the Ice Climbers, and the Pokmon Trainer in warding off the Subspace
Army troops that had come to face them.
After defeating them, the Falcon Flyer, and the Halberd (now under Meta
Knight's control) land in front of them, and they all join forces to defeat
the Subspace Army. The Subspace Gunship, commanded by Bowser and
Ganondorf, appears out of a large sphere of Subspace, and after
destroying the Halberd, tries to attack 4 smaller ships emerging from its
wreckage. Fortunately, Kirby manages to save them by destroying the
Gunship with Dragoon, and follows the others into Subspace.

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

Kirby's palette swaps


edit Trivia

Kirby makes a squeaky noise when he goes in and out of a crouch.

Kirby can perform the Golden Glitch.

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.

Kirby is the only character to have a different dash attack in every


Smash Bros. game. In the original Super Smash Bros., he performed a
slide tackle. In Melee, he performed "Burning Kirby", while in Brawl he
performs Yo-Yo Kirby's spinning maneuver from Kirby Super Star.

Kirby's helpless animation is the same pose he takes when he falls a


long distance in most Kirby games, and in the games this diving pose
could damage enemies. The only way to get this kind of helpless
animation is using the copied Meta Knight's Mach Tornado, Donkey
Kong's Giant Punch in midair, Ness's PK Flash in midair, Lucas' PK
Freeze in midair, or using the Final Cutter and being moved off a
platform while still in landing pose (i.e. wind, conveyor belts).

When Kirby inhales an opponent while he is under the effects of


Superspicy Curry, the damaging flames disappear.
If Kirby hits a spike while using Stone, he won't be damaged.
Despite being the main character of his franchise, Kirby is the
lowest ranked character from the Kirby franchise on Brawl's current
tier list. Regardless, he is still considered one of the better characters
in the game.
Kirby's shield stance is similar to his block stance in Kirby Super
Star. When it is done with Mirror Kirby, he gets the orb shield just like
the shields in Smash.
In the movie revealed at E3, just before Meta Knight appears, Kirby
is seen using his side-special, Hammer, in the air, but the animation is
for the Melee version of Hammer, not the Brawl version.
For some reason, if Kirby uses all of his midair jumps and is above
the top of the screen in Rumble Falls, he will get Star KO'd. This may
apply to every character with multiple midair jumps.
Although his voice actor is the same as in Melee, Kirby has a
different voice in Brawl. Despite this, if a player selects Kirby using a
Wii remote or classic controller, the sound played over the Wii
Remote's speaker is Kirby's "Hii" taunt from Melee, not the one from
Brawl.
Like Yoshi, Kirby is never shown with teeth, not even when he copies
Chomp from Wario.
When Kirby misses a dash grab he enters an animation similar to
when he misses an enemy with the "suplex" ability in Kirby Super Star.
All of Kirby's victory poses in Brawl are based on victory dances he
performs when he completes a level in the Kirby games.

Você também pode gostar