
That looks freaky. What does the chaos control do because it seems to just make the background change and nothing else!Edit:
Video
http://youtube.com/watch?v=ytIhZp8vxzU
Bad quality, at 50>60 he appears. He uses chaos control.
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All costumes/colours: http://youtube.com/watch?v=ciLn6cFxA2k
There is less gravity in Brawl compared to Melee, so you will fall slower.
Just to tell you guys, IGN has a great video of Snake's FS:
http://media.wii.ign.com/media/748/748545/vids_1.html
Marth
Marth’s a royal prince from the Fire Emblem series who also is featured in the opening cinematic for the game.
He attacks with flowing blade work and special moves that enhance his offensive and defensive capabilities. You’ll want to play with Marth in a manner that befits his graceful style.
Marth's Special Moves
Standard Special Move --- Shield Breaker
Side Special Move --- Dancing Blade
Up Special Move --- Dolphin Slash
Down Special Move --- Counter
Final Smash --- Critical Hit
Tips
If there’s one tip I want to make sure you remember when playing Marth, it’s that the tip of Marth’s sword produces stronger attacks. Attack like you want to just nick the bridge of the opponent’s nose.
Hit the opponent with a strong side attack from up close and you’ll do 8% damage.
Hit them with the tip of your sword and you’ll do 12%.
Marth’s side special, the Dancing Blade, offers nine separate attacks, which is the most of any special move in the game.
Time the button presses for this attack while moving the Control Stick into the up, down, or neutral positions to perform different offensive moves.
Start things off by pressing sideways as well as the special move button.
On attack number two, you can choose between two attacks.
Hold up on the Control Stick or let it rest in the neutral
position. (For this attack, you can also produce the same attack as neutral by tilting down on the Control Stick.)
Attack number three lets you chose between three attacks. Up, neutral, and down.
And now for the finale. Choose between up, down, or neutral.
Next there’s Marth’s counter, a move that can clinch the match for players who have mastered it. Ike has this move as well.
If an opponent lands an attack on you while Marth is in his counter stance, he’ll deflect the blow and strike back with a quick counterattack.
Ike delivers a ferocious blow!
Marth counters in a flash!
When you land a counter like this, let me tell you, it feels sooooo good!
Let’s continue. Marth’s counterattack delivers damage at 1.1 times the power of the attack he was hit with and will always do a minimum of 8% damage.
Ike’s counter doesn’t go up as quickly, but does 1.2 times the damage with a minimum attack power of 10%.
Regardless of the damage dealt, counters will not knock back opponents any further than the attack deflected.
Now, on to Marth’s Final Smash...
A single critical hit!
Bleepbleepbleepbleep!
Huh? What the-?! Is that a life gauge I see?!
...Must have just been my imagination!
Last edited by Stitch; 07-02-2008 at 08:12 AM.
2 updates for Friday (today)
Power Suit SamusWhen you let loose with Zero Suit Samus’ Final Smash, she re-equips her Power Suit.
Yes, Zero Suit Samus isn’t the stoutest of fighters, so picking up a Smash Ball is cause for relief.
The whirl of energy that appears before Zero Suit Samus’ transformation sucks enemies into the chaos.
She’s on standby and ready to rock!
Energy swirls around Samus.
Then she transforms!
It’s Samus! Samus! Samus!
I should probably tell you that only Samus is available on the character-selection screen. So what should you do when you feel like playing as Zero Suit Samus from the get-go?
1: At the character-selection screen, hold down a shield button, then proceed to the next screen.
2: Quickly input taunts ↑↓↑.
Thing is, you’re going to have to put that command in pretty darn fast in order for it to work. If you’ve set your taunts to the +Control Pad on your controller, you’ll eventually input the command correctly if you rapidly hammer up and down on the +Control Pad.
It’s not easy, but how awesome is it that you can make Samus coolly switch between two completely different fighting forms? Try it out next time you feel like showing off.
Man, Meta Knight and Marth are both so slick, aren’t they?
The story in The Subspace Emissary unfolds with virtually no dialogue. Every so often you might hear a character yell out their trademark battle cry for a particular special move, but for the most part, things move along at a good clip unaided by voiced lines. (I used a similar technique in the Kirby animated series as well.)
During the story, some characters are (or at least appear to be) familiar with some of the other personalities that appear along the way. However there are several characters that will treat each other as complete strangers at first, just like Marth and Meta Knight did in the movie above.
What spurred these two, who had formerly viewed each other as enemies, to band together? It’s because they realise now that they are united against common enemies, known as the Subspace Army.
Now I know some will think, "Well, duh! Marth and Meta Knight would know that at a glance! Neither of them looks like a Primid!" But look at Wario and Bowser. Both of them are residents of "this world" and yet they are on the side of the Subspace Army.
While members of the Subspace Army are easy enough to spot at a glance, working out who’s an enemy and who’s an ally is much harder with other characters. My advice is to remember that old saying: The enemy of my enemy is my friend.
...That said, there is one character who has a rather unusual method by which they can distinguish friend from foe...
There are quite a few techniques that didn’t make their way into the Instruction Booklet.
I’ll try not to get too technical with things, but just know that there are lots of small tricks like these for you to play around with.
UkemiWhen a blow sends you flying, tap the shield button just before you come into contact with the ground, wall, or ceiling. You’ll bound off the surface with a little hop and, like a judo master, cancel any excess momentum that would have otherwise kept you careening around wildly.
Press with just the right timing.Since mid-air move-based recoveries have become more fluid, I believe some will find this technique to be slightly less important than it was in the previous game.
Perfect ShieldThe enemy closes in to attack. You draw him or her closer, then closer still, and just before the blow connects...
Clang! You just performed a perfect shield! You’ll recover from the blow you just blocked with almost no delay and are in a perfect position to launch a counterattack!
If you do a perfect shield on a big hit, get ready to strike back!
Stale-Move NegationUse a particular move too many times and the damage it deals will begin to decrease!
And so it should. Let’s face it; it takes more skill to use a character’s full move set than to rely on the same attack over and over.
Moves will decrease in attack power when used repeatedly and get progressively weaker with additional usage, so try and use a wide variety of attacks.
Also, if you feel like your attacks just aren’t launching the opponent as far as they should... Once again, I suggest you try mixing it up a little bit.
Hey, don’t you think it’s time you, y’know, tried some other moves?
Glancing BlowsThis isn’t really a technique so much as it is a little tidbit of Smash info.
When your attack just grazes the opponent you’ll hear a little "chik", meaning you’ve just barely grazed the opponent.
A glancing blow just nicks the opponent so don’t expect your enemy to flinch.
SwimIn Brawl you can actually swim a little bit when you’re in water. You’ll soon drown though, and the more damage you’ve accumulated, the less time you’ll be able to stay afloat.
We’re... We’re going under!
Small JumpThis technique is absolutely vital in a scuffle.
Every character has a momentary animation before they jump where they sort of hunker down. If you let off the jump button before this animation ends you’ll perform a small jump.
Here’s a comparison with a standard jump.Try using small jumps to close in and score hits on your opponents while dodging their attacks.
Just take a little leap.
Pivot GrabWhile dashing, press the direction opposite your current heading while performing a grab. You’ll get more range out of this kind of grab, so try pulling a 180 and scooping up your unsuspecting opponent with it.
You can grab from this far away!
Eating While RecliningLet’s say you’ve just taken a solid hit. You go flying and collapse on the ground.
You notice a few tasty food items on the ground near you.
If this describes your situation, now’s the time to hit the A Button. You can scoop up food items and eat them without even standing up.
Mmm... Tasty!
Breaking Reflectors・Mario’s Cape
・Fox’s Reflector
・Pit’s Angel Ring and Mirror Shield
・Zelda’s Naryu’s Love
...And so on. All these moves have the ability to reflect incoming projectiles back at your opponent. When you use one of these to send back an attack, it actually increases the damage that projectile does.
But if you and your opponent pump up a projectile’s damage too high, say by reflecting it back and forth...the projectile will become too powerful and break through your reflecting device.
You’ll take a heavily powered-up shot straight to the body, so you know it’s going to hurt.
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What happens when you've broken your reflector? Does it come back when you're hit off the stage or will it not return till the end of the match?
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