Archive for Guild Forums Forum's for games, gaming clans, teens, whoever, whatever.
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Shas'o Keljel
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The Guild Forum - Character Strategy GuidesThis hopefully will be used (and hopefully stickyed) to teach others the basics of playing other characters that others are not used to or can not use. You do not need to fully reveal your playing style with the character to others all that is needed is basically a starters guide. So let me start by placing my favorite character.
The King of Harassment
MetaKnight
Almost anyone will agree that Metaknight is a rather annoying character to fight though a lot will say he is only just that due to his greatest weakness. His inability to send his opponent flying off the stage in comparison to all the other characters in the game. Even though a good Metaknight player would say otherwise that is a true statement, when it comes to smash attacks that send an opponent flying Metaknight is rather lacking.
Metaknight Strengths
-Fast
-Flies
-Deals out Damage Quickly
-Small
Metaknight Weaknesses
-Light
-Poor Smash Attacks
Basic Concept
When playing Metaknight the first and most important rule is to always keep attacking your enemy at close range and never let the enemy attack back. Almost all of Metaknight's attacks will completely immobilize a foe which is very important to playing as him. The second the foe gets a chance to attack it is basically over for you unless you can find a way to immobilize the opponent again. Because of Metaknight's light weight he gets thrown off the edge easily so even the most minor damage can be fatal. In the event that enemy does get away from you that's where Metaknights B moves can come in.
Metaknights B Moves
Each of Metaknights be moves can be described as being annoying as hell and 'cheap' which by all means, they are. Lets start with his Mach Tornado (B) this move is one of the reasons Metaknight is considered how he is. In this move Metaknight begins to spin around causing himself to become a tornado which immobilizes all who he touches. When the move ends all opponents inside the tornado go flying a few feet away from metaknight. By pressing B the tornado rises into the air. This move can be used as a successful opening move, harassment move, and recovery. As an opening move use chase the opponent with the tornado in an attempt to consume him in it. If successful as soon as the tornado ends quickly pursue the opponent and began to in all honesty beat the shit out of him. As a harassment move, just use it at random times while your attacking him to annoy the opponent and confuse him. You could also use this as a harassment by just repeativity using it for a while. When one tornado ends, use the move again and pursue him and just keep doing that. Using it in that way can be useful but do not only use it because it comes with a great risk of the opponent somehow dodging or countering then turning the fight so use it in this form sparingly. Another note about this move is that it lasts long enough that a dodge, roll, or shield will not work. The next B move to be discussed is Drill Rush (B ->) this move can be used in four ways recovery, harassment, opener, and Push. This move is an excellent open move. If the opponent is at a distance you then quickly drill toward him in order to quickly approach without taking any damage. As a harass you'd basically use it the same as the second way to use Mach Tornado, using it once its over use it again and so on. I highly advise against this though because of how easily it is to dodge making using it in this form a death trap. As a push you'd basically use it to push someone slightly off the edge of ground or just push them away from you just to be annoying or so you can began another wave of attacks. (When playing Metaknight a lot of stuff your doing is to just be annoying) Remember, if using it to push someone off the edge of a stage pull yourself back as soon as it is done because it counts as a recovery move and if you don't you'll began to descend to your death without anything you can really do about it. Last as a recovery you'd just use the move to get back on stage, simple as that. This move is great for getting opponents who are waiting for you to come back up so they can just throw you off again. A final note is that this move works great after Mach Tornado. The Dimensional Cape (down B) this move has three good uses. This can be used as an opener, a counter, or a recovery, or to make distance between you and your opponent if your attack failed. As an opener you'd wish to teleport a short distance into the opponent then smash him away then quickly pursue him however you can. As a counter you'd want to teleport in back of a charging or attacking opponent and press A quickly to do the second part of the attack, a quick swipe with your sword though if you have time you could wait a few seconds for the move to finish without the second part of the move (the follow up strike) and use some other move. As a recovery.... well... it just... doesn't work all to well. You can use it to teleport a short distance back on the map in back of an opponent then use the follow up strike to knock him off but.... that's complicated and will almost never work. The reason this is posted as a recovery is because like all of Metaknight's B moves the game considers it one. The final B move discluding the final smash which will be talked about in another section is the Shuttle Loop (B Up). This move has really only two uses. A smash or a recovery. As a recovery you'd use it to quickly glide back onto the stage which, is harder then it sounds and requires practice. As a smash you'd need to recognize the three points which this move deals damage. These points are at the very beginning when you use it which causes nearby opponents to go flying far off the stage. At the highest point he enters the air when he does a circle in the air. This also makes the opponents fly far. And last when you choose to end it by pressing A, this isn't a smash but it deals some damage and sends the opponent flying a bit. As a final note on this move, be careful when you use it or else you might end up gliding yourself off the edge. But speaking of smash attacks that enters my next section
Compensation
Yes compensation for his lack of a powerful smash attack. Besides shuttle loop Metaknight has other ways besides a smash to kill people. Though one should remember that his smashes will make people fly off the screen just not with the same strength as other characters with the exception of his down smash which some Metaknight players believe is on par with everyone else's smash attack. One thing people must understand is that his lack of powerful smash attacks isn't much of a weakness its just a feature of his style of play. To him smash attacks are to be used to throw the opponent out of the stage for Metaknight to then persue in an air battle. Because Metaknight can fly and he falls slowly your supposed to finish your opponent of in mid-air then fly back on to the stage. Which mid-air pursuits are Metaknights most common form of compensation for weak smashes. Metaknight also has grabs to throw people off the stage like all the characters have so do not forget that you could always just throw the guy off the course to his death. The last way for Metaknight to finish people is also universal to all characters that is the use of items. Rather self explanatory whether it's a pokeball or assist trophy. A hammer, or a beam sword they all have the ability to kill someone even if you have to throw it at them. End of story... now for one of the last sections a short one, his Final Smash.
Galaxia Darkness
Metaknights final smash involves him getting close to the enemy with in melee range then throwing his cape over them. The screen goes black and him and anyone nearby go flying from Metaknight quickly slashing a big diagonal line through the map. Some notes about this move are that even though the target must be an enemy the slash does hurt allys so warn them to stay clear. The move can be avoided via a dodge, roll, or invulnerability. Whether the invulnerability is caused by a star, respawn or successful recovery.
Misc.
-A lot of Metaknights moves attack everyone around him on both sides.
-Metaknight's B moves can stop a hammer.
-His standard A move is never ending
-His throws are the same as kirby's
-Metaknight is the same race as kirby, a star warrior
-He is my Favorite SSBB character.
If anyone has anything for me to add to this Metaknight guide tell me. Please post your guides to the characters you play here and whenever I said other players, I am talking about information I found on other Brawl Forums.
Other Player Notes
| Quote: | | projectiles attacks work well against metanight, but if you do not have projectiles, fight at close range with great deal of patience. Many Meta knight users will be constantly moving, but if you don't let them evade your attacks, you can dash toward them and attack as soon as they stop moving. |
Projectiles work well on Metaknight for one reason, they can hit him. As stated above Metaknight can't take hits or at least no where near the other characters, Projectiles act as a way to deal damage without being in close combat with Metaknight which for a Metaknight player is bad. In the case of projectiles, just dodge them by whatever means necessary while bridging the gap between you and your opponent. As for Metaknight players constantly moving if the metaknight player is doing that then he is making his own doom. A Metaknight player should rarely make distance from his opponent meaning the besides pursuites you should move very little. The only exceptions are when grabbing an item, deciding to break off to start another attack, or moving away from a fight your not winning even though that fits in with breaking off for another attack.
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the hunter
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well, i know great ways to kill him, hes very vulnerable to projectile attacks and counters. and he can be KOd with pretty strong attacks.
add this to it
fighting against metanight
projectiles attacks work well against metanight, but if you do not have projectiles, fight at close range with great deal of patience. Many Meta knight users will be constantly moving, but if you don't let them evade your attacks, you can dash toward them and attack as soon as they stop moving.
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bkonch
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yeah, it's a pretty good character strategy guide
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Nomega
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I sticked it and i think this is a good idea Shas, I'll give it a shot.
MASTER OF EXPLOSIONS
SNAKE
Snake is a little different compared to the fighting styles of your average character in the sense that he requires a good amount of strategy to use effectively.
Strengths:
-Almost if not all attacks have good knock-back
-His ^B recovery is one of the best in the game
-Possesses one of the most useful final smashes
-Can be played offensively and defensively
Weaknesses:
-His smash attacks, while powerful, are considerably slow
-If you are a novice player using Snake, chances are your explosives will backfire
-his neutral air is very powerful but is hard to land the "knock-out" kick
Basic Concept:
Snake is a player that is used to play mind games when fighting. This goes on to doing things such as laying C4 on edges as well as planting mines. The key with Snake is to balance out his offense/defense as well as getting used to using his Specials.
Snake's B moves:
B- Hand grenade-
Hand grenades are a standard to keeping an opponent on their toes. There can be 2 on the field at a time and come with three different throws: away, standard and far. It should also be noted that grenades can also be picked up as they rest on the ground, a common mistake that most new Snake users make. Grenades deal 2-4% damage when thrown at an opponent and deal 12-14% damage when they explode.
^B- Cipher-
Snake's recovery Cipher is when he pulls out a camera that has a fan on the bottom to fly up. this lasts for roughly 3 seconds and goes up quite a considerable amount, also as Snake is falling he is still able to attack and not go into a "fall state" however he CAN be knocked of Cipher and be left open.
>B-Nikita rocket-
With this move, Snake crouches down and fires a remote-controlled rocket that will stay in control/flight for 5 seconds. This is a useful move to keep opponents at Bay as pressing the shield button will cancel the rocket's flight and drop it directly down. When Snake is in this "mode" however he is wide in the open so proper timing is a must, an example would be shooting at opponents coming back from almost being knocked off the stage. This is also a useful attack to grab a smash ball that is on the other side of the map or about to be broken. Damage is 14% if hit while the rocket is moving and 7% if it is dropped.
vB-C4-
Snake will drop a pack of C4 on the ground below him that will remain on the ground for around 30 seconds or until vB is pressed again to detonate it. Used as an edge guard this is a good move as it takes a little bit to actually detonate the C4. It is recommend that Snake drop C4 while in the air as opposed to the ground as it will place quicker, it can also stick to opponents if the placement is exact. damage is 17% whether or not the C4 is blown up on or next to the enemy.
Standard Attacks:
Standard A/A combo-
Snake's standard A attack is one of his best attacks as it has good knock-back, comes out at a good speed and does good damage. It is a standard punch-punch-kick combo that does 14% damage with the full 3 hits.
Down A-
Snake gets into a crawling state and delivers a quick horizontal kick. Damage is 10%.
Up A-
Snake does a quick vertical kick that has a decent reach vertical as well. Great move for juggling, does 13% damage.
Forward A-
Snake delivers a quick knee hit and finishes with a 2-fisted swing from over his head. good move for offensive play and does 20% damage if both hits are registered.
Running A-
Snake takes a jumping dive at an enemy and if wanted can go into a crawl state. does 11% damage.
Smash up A-
Snake crouches down with a morter launcher and fires off a morter that has a great deal of knock-back. Initial animation of Snake pulling out launcher does 4% damage and the morter itself does 10%, this does not changed if charged.
Forward smash A-
Snake out out a rocket launcher and shoots the ground directly in front of him. While the attack itself is rather short range and slow the knock back is enormous. Does 22% if uncharged and 30% if fully charged.
Smash down A-
Snake plants a mine that will detonate if someone walks over it of if an item is thrown at it. does 14% if uncharged and 19% if fully charged. Only one mine can be out at a time, if Snake plants a new one, the other will disappear.
Air Attacks:
Neutral air-
Snake does a 4-kick combo with the last kick having a good knock-back. this attack can be hard to time but is effective in constant damage. Does 28% if all 4 kicks connect.
Forward air-
Snake rises his leg up and brings it down hard. this attack is somewhat slow but is also Snake's meteor smash. Damage is 14%
Back air-
Snake kicks both his legs out in a mule kick that comes out relatively fast. Deals 16% damage.
Down air-
Snake kicks 4 times directly under him. if Snake lands before the kicks are over he will be vulnerable on the ground. Deals 28% damage if all 4 kicks connect.
Up air-
Snake performs a mule kick directly above him. The attack comes out at a good speed as well as having good knock-back. Damage is 14%
Throws:
grab attack-
Snake chokes the opponent. deals 2% damage each
Forward throw-
Snake somersaults the opponent in front of him and throws the opponent. Deals 9% damage.
Up throw-
Snake does a backward pile driver and launches the opponent up. Deals 10% damage.
Back throw-
Snake throws the opponent on the ground behind him. Does 9% damage.
Down throw-
Snake knocks out opponent with a sleeper hold and sets the opponent down, setting up for combos. Deals 12% damage.
Final Smash:
Grenade launcher-
Snake shouts "show time" and jumps into the air. Snake then appears in the foreground on a rope ladder attached to a helicopter. He then gets 12 shots with a grenade launcher (6 rounds each) that have good knock-back and can launch foes off the screen. Each hit does 18% damage.
Fun Facts:
-Snake can have different conversations with other metal gear characters about the person he is fighting
-His box taunt can do damage
-He is My main character.
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SYLUXMASTER7227
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The King of One Hit Kills
Ike
Ike's Strengths:
-Powerful
-Counter
-Can kill most opponents in one good shot
Ike's Weaknesses:
-SLOW
-SLOW
-SLOW
Basic Concept:
The rules of ike are simple. move as much as possible and attempt to get in some smash attacks. Dont let them get to far away but some distance can be covered a) by his side B or b) by his up b. Ike is very very slow to attack so be sure to know how to shield, dodge, and counter.
Ike's Moveset
(B) Eruption
This move is amazing for killing people recovering from the side of the stage. It is a chargeable stab move that sends up a pillar of fire. If they grab onto the edge or are near that vicinity, unleash this move cutting off their way back to the stage and potentially killing them. This move is also good for stalling an opponent who is rushing you.
(<-> B) Quick Draw
This is Ike's only fast move so use it as much as possible. It is great for catching opponents offguard since it is generally to fast to stop. Another thing is it can be charged and held (nonmoving). This move can also recover you in midair by dashing back to the stage, kind of like luigi's side b
(^B) Aether
Great move. good for intercepting an aerial opponent or ground opponent. Use it as much as possible. nothing much to say here
(vB) Counter
Try not to spam this as your are vulnerable to grab attacks. Use it sparingly to deal with large attacks. This move can even be used midair!
(<-> Smash)
This move rapes if it hits. highly spammable but super slow
(^Smash)
use when theres someone above you. pretty much kills anyone above 40% damage
(vSmash)
not to useful unless your surrounded :P
Final Smash: Great Aether
this move is pretty awesome. get close to someone by using the side b then use b and unleash it
ill add more eventually but as of now im to lazy
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Shas'o Keljel
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You don't honestly need to put a catchy title giving a short explanation of the character I just did that because my friends Mat, Jon and David find me playing as Metaknight as annoying.
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SYLUXMASTER7227
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well its fun too haha so i figured id do it too
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Shas'o Keljel
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Works for me.
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bkonch
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hhaha, looks liek you caught my hint :p
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the hunter
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dude i seriusly want to see deathbat go 1 on 1 against you shas.
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Shas'o Keljel
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Well I get the game Tomarrow and I'll probably spend the first few days unlocking everything then the rest of the week trying to reach a pro-statis with Metaknight. (Though I can already beat level 9 opponents with him)
But anyhow, you should make a guide for one of the characters you play Daniel
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the hunter
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| Shas'o Keljel wrote: | Well I get the game Tomarrow and I'll probably spend the first few days unlocking everything then the rest of the week trying to reach a pro-statis with Metaknight. (Though I can already beat level 9 opponents with him)
But anyhow, you should make a guide for one of the characters you play Daniel |
everyone? lol, yeah i should, yeah i can beat level 9 anybody with ike, marth, sonic, metanight, solid snake, link, fox, falco, wolf, probly toon link and link. probly a little more, but yeah ill make a guide for someone
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Lokker
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I hope I'll be able to keep up with you guys in the upcoming tournaments.
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SYLUXMASTER7227
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yea im pretty much screwed in the tournement XD
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Lokker
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Most of these guys can take on Boss Mode on Intense, I'd be lucky to KO them once!
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SYLUXMASTER7227
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i know right
haha isnt the tournement today >_<
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Shas'o Keljel
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Something I've noticed against Ike is that his moves are overly predictable making them extremely easy to counter.
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SYLUXMASTER7227
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yep yep
hes slow as hell and all his moves are overexaggerated leaving clues
thats why i use kirby most of the time XD
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Shas'o Keljel
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I use Metaknight and Pit... but you all already knew the first one.
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SYLUXMASTER7227
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yea i didnt see pit again haha
i use ike, kirby
and occasionally rob
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bluwirz_fYre
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The King of Egg Based Attacks
Yoshi
Yoshi's Strengths:
-Speedy
-Decent attack power
-Well Balanced Moveset
Yoshi's Weaknesses:
-Lack of Real ^B (Third Jump)
-Easy slipping
Basic Concept:
Yoshi is mainly known as a "bad character with no real third jump" but that is far from the truth. The real truth is that he is a very well balancde character with quick moves and can be a very good character if used correctly. The stragedy you'll want to use is lots of close range assaulting, and being sure NOT to be near the edges of the level, as Yoshi can be killed off rather easily there.
Yoshi's Moveset
(B) Eat (or something like that)
Basically, you eat em, and he shits em out in an egg. While theyre in the egg, its a god time to beat some damage into them, but be quick about it as its easy to break free from the egg.
(<-> B) Egg Roll (lol)
Yoshi hops into an egg and rolls speedily around the stage. Its very hard to control, and is a bad idea in small areas. DO NOT USE IN THE AIR.
(^B) Egg Throw
Not a third jump, but does actually give a slight boost upward. Good for long range attacks.
(vB) Yoshi Bomb
One of the most useful moves. A powerful downward slam that deals a good amount of damage. Dont use too high, or others can easily dodge it.
(<-> Smash)
A quick and damaging head thrust left/right. A good attack.
(^Smash)
A heafty head thrust upwards. A great attack for finishing an opponent.
(vSmash)
A large tail whip that goes left and right, making sure to knock people away in both positions. Good in large crowds.
Final Smash: Dragon Yoshi
A VERY useful final smash. You gain the ability to fly, and are invincible for the time being. Now, there are two options, smash buttons for fireballs, or wait a few seconds for a flamethrower. A good idea would be to ram the opponent and then proceed to pelt them relentlessly with fireballs until they either fly up and die, or fly to the other side of the stage and die. DO NOT GO UNDER THE STAGE. If it ends and youre under there, you can pretty much kiss your ass goodbye.
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Lokker
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These are pretty extensive! I should make one for Lucario.
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bluwirz_fYre
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| Lokker wrote: | | These are pretty extensive! I should make one for Lucario. |
You totally should...Lucario is awsome.
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SYLUXMASTER7227
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go for it lokker
im gonna post a kirby one in a sec
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SYLUXMASTER7227
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The King of Annoying Close Range Moves
Kirby
Kirby's Strengths:
-Fairly Quick
-Amazing consecutive "jump" ability
-Good Close Range
Kirby's Weaknesses:
-Virtually no long range
-Predictable
Basic Concept:
Keep moving, get close the them. Pin them near the edge since few have better recovery than kirby. Learn how to use his moves to the max ---> ex his down b can slide down hills
Kirby's Moveset:
(B) Inhale
This move has the amazing ability to copy someone elses B move. This move has so many posibilities how could it go wrong. Well you cant move while you use it and it is fairly slow to start up. In a stock match if you have multiple lives left and your opponent has one, inhale them and jump XD
(<-> B) Hammer
This move is virtually useless since the hammer is so slow. If you really want to hit them, start it up early so Kirby has time to pull out the hammer, pause, then swing :P
(^B) Final Cutter
Kirby's only semi long range attack. Most importantly, this IS NOT a good recovery move. Kirby has a great jump so he doesnt really need it. It basically jumps straight up and cuts down with a sword. If it contacts ground on the down swing it sends out a ground hugging shockwave of sorts. use it wisely
(vB)Stone/SpikeBall/Weight/HappyMicrowave
This move rocks, no pun intended. Kirby transforms into a rock and plummets to the ground. Does a good amount of damage and ALSO makes you invincible while in that form however you cant move. Its good to use when you got knocked in the air and you want to kill someone trying to up smash you. This move slides down hills so be careful
(<-> Smash) Sliding Kick
a medium ranged kick. this move is actually really good and goes farther than you might think. use often
(^Smash) Bicycle Kick
simple bicycle kick. nuthin to say really
(vSmash)Splits
kirby does the splits. thats all.
Final Smash: Cook Kirby
this is pretty useless. does a bit of damage to anyone who was unfortunate enough to be within range. Then it spits out a few items in the direction of your foes. usually healing stuff in the direction of YOUR FOES. meaning they can heal themselves >_< suckage oh well
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Lokker
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The King of the Aura
Lucario
Main Info
This is the only new Pokémon that is a solo-act (Meaning the only one besides 'Mon trainer in the game that has been added), that has graced the battlefield of Brawl. He is known in the world of Sinnoh as an Aura Pokémon and in Brawl, it's far from an overstatement! He possesses the ability to strengthen his resolve in the heat of battle, and only gets stronger the more intense the battle gets!
Strengths
- Close combat
- Increases in power when he takes on damage
Weaknesses/Compensation
- Slow at attacking/strength actually make up for it, sorta.
- predictable move set/combinations can really throw off the opponent
B Attacks
His main attacks, as well as his smash attacks, are all Aura-based and subject to his ability to gain power the more his damage increases.
B: This is Lucario's signature move: Aura Sphere! The more damage he takes the larger the max size and stronger the max damage limit gets. Much like all charge moves, you can move away and launch the attack at another time.
B <->: This attack is kinda like a grab move. If you're opponent's close enough, Lucario will grab them and then blast them away with aura!
B ^: This is the only move that you have to recover from a launch or fall besides the extra jump. You Launch yourself in any direction and it has to be done carefully. This moves leaves you open as you fall, unable to do any other thing besides fall.
B v: This is a hard technique to master, and a real bitch to perfect. You create a sweeping motion with your hands and that's it if you don't know what it does. As you swing one arm down, that moment in time is when your opponent should not attack! Any attack during that moment will get countered by Lucario's disappearance and a swift strike at high speed!
Smash/A attacks
These smash attacks are close combat and are designed to be combined with other movements and positions.
A: A simple punch but gets more complex if you do it three in a row. It's not much but can cue your partner up for an attack from the other side! When airborne, this attack turns into a kick.
A <->: Much like the other ground based Smash Attacks, these can be charged or altered when held after the initial attack and this is no exception. It either sends a charged blast of aura or causes a Low Kick attack when running. When airborne you can send an aura blast from behind you or send one in front of you.
A ^: This is actually good for getting rid of far away fallers that are near the edge of the stage when they land! You can either send a charged aura blast upwards or send an upward sweeping kick after the blast. The blast style remains the same when airborne, though... sorry.
A v: From the looks of the way the Smash Attacks are coming you'd think the this attack is going to shoot through the bottom of the platforms, right? Wrong! This attack actually sends a charged aura blast from either side and causes a Low Kick attack when crawling around. Airborne you actually send an aura blast downwards from (I think) your feet!
Final Smash
Aura Storm
Maybe they can add this when they come out with next Pokémon series? This traps your opponent in a blast of aura if it connects, and traps them until they are blasted off by the final blast of aura at the end. I'd recommend releasing this when they all come after you and get near enough.
Best use
Try baiting the opponents into fighting you, and then attack as best and as swiftly as possible! I'd recommend using as many items as possible to keep your damage at a manageable level.
Worst use
Dealing with power-players who whore the attack power of any character, and, of course, Lucario (They tend to be either dumb or try and confuse you by making you think you're them!)
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