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** Sword Primids aren't that durable and aren't much a threat to KO outside of very high damages, however they move pretty fast while their sword attacks cover a very long range and come out very fast. Their damage output is additionally surprisingly high and they tend to be in swarms, so on the higher difficulties they can bring a player from 0% to KO% very fast. For the extra annoyance factor, they can reflect projectiles back at you if you try pelting them with projectiles outside their great range.

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** Sword Primids aren't that durable and aren't much a threat to KO outside of very high damages, however but they move pretty fast while their sword attacks cover a very long range and come out very fast. Their damage output is additionally surprisingly high and they tend to be in swarms, so on the higher difficulties they can bring a player from 0% to KO% very fast. For the extra annoyance factor, they can reflect projectiles back at you if you try pelting them with projectiles outside their great range.
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** Floows. They fly around very fast and their attack is a very powerful AOE attack that covers a large area, thus making it very difficult to avoid. They also have a lot of HP and regenerate their HP at a fast rate when damaged, however they cannot move nor attack while regenerating. Since by just attacking them you can get them just stuck doing nothing but regenerating until death they're easily manageable alone, but when mixed in with large groups of other enemies you can no longer easily focus on them, which makes them much harder to kill and their massive AOE attack extremely threatening.

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** Floows. They fly around very fast and their attack is a very powerful AOE attack that covers a large area, thus making it very difficult to avoid. They also have a lot of HP and regenerate their HP at a fast rate when damaged, however damaged. However, they cannot move nor or attack while regenerating. Since by just attacking them you can get them just stuck doing nothing but regenerating until death death, they're easily manageable alone, but when mixed in with large groups of other enemies you can no longer easily focus on them, which makes them much harder to kill and their massive AOE attack extremely threatening.
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** Floows. They fly around very fast and their attack is a very powerful AOE attack that covers a large area that makes it very difficult to avoid. They also have a lot of HP and regenerate their HP at a fast rate when damaged, however they cannot move nor attack while regenerating. Since by just attacking them you can get them just stuck doing nothing but regenerating until death they're easily manageable alone, but when mixed in with large groups of other enemies you can no longer easily focus on them, which makes them much harder to kill and their massive AOE attack extremely threatening.

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** Floows. They fly around very fast and their attack is a very powerful AOE attack that covers a large area that makes area, thus making it very difficult to avoid. They also have a lot of HP and regenerate their HP at a fast rate when damaged, however they cannot move nor attack while regenerating. Since by just attacking them you can get them just stuck doing nothing but regenerating until death they're easily manageable alone, but when mixed in with large groups of other enemies you can no longer easily focus on them, which makes them much harder to kill and their massive AOE attack extremely threatening.
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** Armanks. These tanks can only be harmed when they temporarily expose their soft innards, which requires that you destroy the giant arms that they extend out of their tops. Problem is that while you're trying to destroy the arm, it's free to retaliate with a number of extremely punishing attacks, almost all of which can hit you from across the screen.

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** Armanks. These tanks can only be harmed when they temporarily expose their soft innards, which requires that you destroy the giant arms that they extend out of their tops. Problem The problem is that while you're trying to destroy the arm, it's free to retaliate with a number of extremely punishing attacks, almost all of which can hit you from across the screen.
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* EnjoyTheStorySkipTheGame: The level design can be a bit tedious, and the lack of classic enemies may have put a lot of players off, but the gorgeous cutscenes and the characters interactions make playing this mode at least once more than worth it.

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* EnjoyTheStorySkipTheGame: The level design can be a bit tedious, and the lack of classic enemies may have put a lot of players off, but the gorgeous cutscenes and the characters characters' interactions make playing this mode at least once more than worth it.
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* DisappointingLastLevel: The Great Maze, features battles with every playable character you encounter up until that point, along with every boss character, all contained within an elaborate (but well-designed) maze. You cannot fight the FinalBoss without going through every room and completing every fight -- to put it into perspective, the level takes a few hours to complete in a game where stages are usually ten minutes long, give or take cutscenes. The level is so long that there are ''{{Save Point}}s'' in multiple locations, and completing it all in a single sitting is a Herculean task that can take upwards of two hours to get through even on the easiest difficulty. Oh, and good luck with HundredPercentCompletion.

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* DisappointingLastLevel: The Great Maze, Maze features battles with every playable character you encounter up until that point, along with every boss character, all contained within an elaborate (but well-designed) maze. You cannot fight the FinalBoss without going through every room and completing every fight -- to put it into perspective, the level takes a few hours to complete in a game where stages are usually ten minutes long, give or take cutscenes. The level is so long that there are ''{{Save Point}}s'' in multiple locations, and completing it all in a single sitting is a Herculean task that can take upwards of two hours to get through even on the easiest difficulty. Oh, and good luck with HundredPercentCompletion.
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* EnsembleDarkHorse: A number of the enemies that debuted here became fondly remembered amongst the fanbase thanks to their unique designs and behavior, with tons of fanart revolving around them sparking up online and even some wishing for them to return in future titles. Special mentions go to the [[TheGoomba Primids]], Tow Tows, Mites, Armights, and Floows.
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* AccidentalInnuendo: Mr. Game & Watch's down taunt looks like he's FlippingTheBird.

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* OnceOriginalNowCommon: With how many third-party characters have been added to the series since the release of ''Brawl'', it's easy to forget how shocking [[VideoGame/MetalGear Snake]]'s reveal was back in 2006. Whereas all the previous characters were from franchises owned by Nintendo, Snake was the first instance of a third-party character being included as a playable character, which generated a huge amount of hype for the game at that point since it now meant the possibilities for who could be included was near endless. Furthermore, Snake was from a franchise that was predominately M-rated and tied to the [=PlayStation=] family of consoles, which made his inclusion in a roster full of characters generally aimed towards younger audiences and Nintendo fans stick out even more. Today, with the advent of various internet-breaking third-party characters like [[Franchise/StreetFighter Ryu]], [[VideoGame/FinalFantasyVII Cloud Strife]], VideoGame/{{Bayonetta}}, and [[VideoGame/Persona5 Joker]], Snake, while still popular among ''Smash'' fans, tends to stick out less, especially since Bayonetta and Joker also happen to be from franchises that are mainly geared at mature audiences. Newer fans who got into the series with either ''For 3DS/Wii U'' or ''Ultimate'' may be wondering what exactly the big deal with Snake's return in the latter game was, whereas at the time of ''Brawl'', it was such a shocking surprise among many fans at that point.



* SeinfeldIsUnfunny:
** With how many third-party characters have been added to the series since the release of ''Brawl'', it's easy to forget how shocking [[VideoGame/MetalGear Snake]]'s reveal was back in 2006. Whereas all the previous characters were from franchises owned by Nintendo, Snake was the first instance of a third-party character being included as a playable character, which generated a huge amount of hype for the game at that point since it now meant the possibilities for who could be included was near endless. Furthermore, Snake was from a franchise that was predominately M-rated and tied to the [=PlayStation=] family of consoles, which made his inclusion in a roster full of characters generally aimed towards younger audiences and Nintendo fans stick out even more. Today, with the advent of various internet-breaking third-party characters like [[Franchise/StreetFighter Ryu]], [[VideoGame/FinalFantasyVII Cloud Strife]], VideoGame/{{Bayonetta}}, and [[VideoGame/Persona5 Joker]], Snake, while still popular among ''Smash'' fans, tends to stick out less, especially since Bayonetta and Joker also happen to be from franchises that are mainly geared at mature audiences. Newer fans who got into the series with either ''For 3DS/Wii U'' or ''Ultimate'' may be wondering what exactly the big deal with Snake's return in the latter game was, whereas at the time of ''Brawl'', it was such a shocking surprise among many fans at that point.
** Following the hoax about unlocking him in ''Melee'', demand for Sonic's inclusion [[{{Pun}} spiked]] since Snake was revealed. Nevertheless, Sonic's reveal in ''Brawl'' was surprising, especially for fans that remembered the UsefulNotes/ConsoleWars during TheNineties. During that time, Nintendo and Sega were heated rivals and any form of cooperation between them was out of the question. Eventually, Sega dropped out of the 1st-party console developing market in 2001 and became a 3rd-party company, now releasing games for their former rival Nintendo. That in itself was surprising at the time, but for Mario and Sonic to officially appear together in the same game was quite surreal for many fans. However, since the release of several titles from the ''VideoGame/MarioAndSonicAtTheOlympicGames'' series and Sonic's consistent appearances in ''Smash'' since his inclusion in ''Brawl'', newer fans won't see why these two mascots standing side-by-side would be so remarkable.
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** Performing Kirby's down special on the right edge of the stage on PictoChat will cause the game to act as though he is hitting the ground over and over. This leads to the screen to shake and any opponent that goes near it will take damage multiple times.

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** Performing Kirby's down special on the right edge of the stage on PictoChat [=PictoChat=] will cause the game to act as though he is hitting the ground over and over. This leads to the screen to shake and any opponent that goes near it will take damage multiple times.
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* IKnewIt: People figured out that the Ancient Minister was R.O.B. all along from looking at the shape of the Subspace Army's logo. It's a Gyromite disk seen from a different perspective.

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* CrossoverShip: In a large portion of the fandom, it's acknowledged that Solid Snake/Samus Aran is the OneTruePairing of the game. This has less to do with any perceived shipping (though there is at least some display of interest on Snake's side, via his Codec conversations) and more to do with the fact that their combined sex appeal is dense enough to create a singularity.



* FanPreferredCouple: In a large portion of the fandom, it's acknowledged that Solid Snake/Samus Aran is the OneTruePairing of the game. This has less to do with any perceived shipping (though there is at least some display of interest on Snake's side, via his Codec conversations) and more to do with the fact that their combined sex appeal is dense enough to create a singularity.
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** Two related to Sonic. First that the game was delayed due to him, and second that it being rushed affected his moveset. Sonic was decided quite a while before the delay was decided (though the fact that the delay was announced the same day Sonic was did not help). Additionally, Sakurai himself stated in Famitsu he went through several ''Sonic'' games and decided on a moveset mixing his SimpleButAwesome play style from the Mega Drive games and fighting moves of fellow SEGA series, ''Virtua Fighter''.

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** Two related to Sonic. First that the game was delayed due to him, and second that it being rushed affected his moveset. Sonic was decided quite a while before the delay was decided (though the fact that the delay was announced the same day Sonic was did not help). Additionally, Sakurai himself stated in Famitsu he went through several ''Sonic'' games and decided on a moveset mixing his SimpleButAwesome SimpleYetAwesome play style from the Mega Drive games and fighting moves of fellow SEGA series, ''Virtua Fighter''.
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Stupid autocorrect


** It is common belief that Sheik was intended to appear in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', scrapped, and the design was used for ''Brawl''. While Samurai did reveal the artists of the former game created the design, ''Hyrule Historia'' states the design was created with ''Smash'' in mind, and was simply ''Twilight Princess'' inspired.

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** It is common belief that Sheik was intended to appear in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', scrapped, and the design was used for ''Brawl''. While Samurai Sakurai did reveal the artists of the former game created the design, ''Hyrule Historia'' states the design was created with ''Smash'' in mind, and was simply ''Twilight Princess'' inspired.

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* CommonKnowledge: Two related to Sonic. First that the game was delayed due to him, and second that it being rushed affected his moveset. Sonic was decided quite a while before the delay was decided (though the fact that the delay was announced the same day Sonic was did not help). Additionally, Sakurai himself stated in Famitsu he went through several ''Sonic'' games and decided on a moveset mixing his SimpleButAwesome play style from the Mega Drive games and fighting moves of fellow SEGA series, ''Virtua Fighter''.

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* CommonKnowledge: CommonKnowledge:
**
Two related to Sonic. First that the game was delayed due to him, and second that it being rushed affected his moveset. Sonic was decided quite a while before the delay was decided (though the fact that the delay was announced the same day Sonic was did not help). Additionally, Sakurai himself stated in Famitsu he went through several ''Sonic'' games and decided on a moveset mixing his SimpleButAwesome play style from the Mega Drive games and fighting moves of fellow SEGA series, ''Virtua Fighter''.Fighter''.
** It is common belief that Sheik was intended to appear in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', scrapped, and the design was used for ''Brawl''. While Samurai did reveal the artists of the former game created the design, ''Hyrule Historia'' states the design was created with ''Smash'' in mind, and was simply ''Twilight Princess'' inspired.
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* WhatDoYouMeanItWasntMadeOnDrugs: Seriously, it's really hard for this section of the game not to feel like this when Jigglypuff grabs a rocket launcher and blows up a giant mustachioed floating fish with a Roman helmet and swords, or when the FinalBoss is a [[PirateNinjaZombieRobot giant floating holographic blue angel thing]] with rainbow wings.
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* ComeForTheGameStayForTheMods: Despite the game not being a favorite amongst the competitive community, ''Brawl'' was still relatively popular because it was easy to mod. The most famous of these mods being ''VideoGame/ProjectM'', which fixed many of the issues people had with it, as well as making it feel closer to ''Melee''.
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* AlternativeJokeInterpretation: [[VideoGame/MetalGear Solid Snake]] reveals in a codec conversation that he's weirdly annoyed by Franchise/SonicTheHedgehog, and when pressed, [[IrrationalHatred he's unable to explain why beyond "there's something about him I just don't like."]] Fans have theorized many possible explanations: some believe this to be an ActorAllusion as Creator/ChikaoOhtsuka (father of Snake's Japanese VA, Creator/AkioOtsuka) voiced Sonic's arch-enemy Dr. Eggman, others interpret this as an AnimalJingoism joke ([[StealthPun hedgehogs eat snakes]] in the wild), or perhaps an acknowledgement of the fact both Snake and Sonic were the first third-party characters added to ''Super Smash Bros.'', with Snake's annoyance being jealously towards his competitor.

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* AlternativeJokeInterpretation: [[VideoGame/MetalGear Solid Snake]] reveals in a codec conversation that he's weirdly annoyed by Franchise/SonicTheHedgehog, and when pressed, [[IrrationalHatred he's unable to explain why beyond "there's something about him I just don't like."]] Fans have theorized many possible explanations: some believe this to be an ActorAllusion as Creator/ChikaoOhtsuka (father of Snake's Japanese VA, Creator/AkioOtsuka) voiced Sonic's arch-enemy Dr. Eggman, others interpret this as an AnimalJingoism joke ([[StealthPun hedgehogs eat snakes]] in the wild), or perhaps an acknowledgement of the fact both Snake and Sonic were the first third-party characters added to ''Super Smash Bros.'', with Snake's annoyance being jealously jealousy towards his competitor.
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* AlternativeJokeInterpretation: [[VideoGame/MetalGear Solid Snake]] reveals in a codec conversation that he's weirdly annoyed by Franchise/SonicTheHedgehog, and when pressed, [[IrrationalHatred he's unable to explain why beyond "there's something about him I just don't like."]] Fans have theorized many possible explanations: some believe this to be an ActorAllusion as Creator/ChikaoOhtsuka (father of Snake's Japanese VA, Creator/AkioOtsuka) voiced Sonic's arch-enemy Dr. Eggman, others interpret this as an AnimalJingoism joke ([[StealthPun hedgehogs eat snakes]] in the wild), or perhaps an acknowledgement of the fact both Snake and Sonic were the first third-party characters added to ''Super Smash Bros.'', with Snake's annoyance being jealously towards his competitor.
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Great


** The Great Maze. It is by far the biggest level in the game, so much so instead of being a straightforward level like the rest it is instead an open-ended labyrinth. On paper it sounds interesting to have the final area be a mini-metroidvania, but in practice it is extremely tedious as in order to complete the level and get to the final boss, you need to explore every nook and cranny of the Great Maze and [[BossRush refight every single boss]] as well as fight ''all'' the playable characters sans four (Sonic, Jigglypuff, Toon Link, and Wolf). The Great Maze being made up of recycled levels further adds to the grind and can make it hard to remember where to go. The worst part is though how HUGE the Great Maze is, as mentioned before it is unquestionably the [[MarathonLevel longest level in the game]] and takes up ''at least a third of the entire Subspace Emissary's length''. It is often regarded as the worst part of the Subspace Emissary and many a fan refuses to replay the mode because of the Great Maze alone.

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** The Great Maze. It is by far the biggest level in the game, so much so instead of being a straightforward level like the rest it is instead an open-ended labyrinth. On paper it sounds interesting to have the final area be a mini-metroidvania, but in practice it is extremely tedious as in order to complete the level and get to the final boss, you need to explore every nook and cranny of the Great Maze and [[BossRush refight every single boss]] as well as fight ''all'' the playable characters sans four (Sonic, five (Sheik, Sonic, Jigglypuff, Toon Link, and Wolf). The Great Maze being made up of recycled levels further adds to the grind and can make it hard to remember where to go. The worst part is though how HUGE the Great Maze is, as mentioned before it is unquestionably the [[MarathonLevel longest level in the game]] and takes up ''at least a third of the entire Subspace Emissary's length''. It is often regarded as the worst part of the Subspace Emissary and many a fan refuses to replay the mode because of the Great Maze alone.

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** Duon, a boss with very high HP, [[MultiformBalance the ability to switch between melee and ranged specializations on a whim]], many difficult-to-evade attacks that hit hard and cover a large area, and attributes that can make it especially difficult for some characters (such as its significant slash resistance, making its titanic HP even greater against sword characters). Players generally consider it even more difficult than the game's final boss Tabuu (and inexperienced players only have more trouble with Tabuu when they can't dodge his one-hit KO Off Waves, which is easy to once you get the timing down).

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** Duon, a boss with very high HP, [[MultiformBalance the ability to switch between melee and ranged specializations on a whim]], many difficult-to-evade attacks that hit hard and cover a large area, and attributes that can make it especially difficult for some characters (such as its significant slash resistance, making its titanic HP even greater against sword characters). Players generally consider it even more difficult than the game's final boss Tabuu (and inexperienced players only have more trouble with Tabuu when they can't dodge his one-hit KO Off Waves, which is easy to do once you get the timing down).



* ThatOneSidequest: The Meta Ridley Trophy is probably the single hardest boss Trophy to get. Not only are you required to beat down Meta Ridley until he's near death, you have wait for a Trophy Stand to randomly spawn (during a [[TimeLimitBoss timed fight]]) and then throw it at Meta Ridley between attacks while he's between attack patterns and floating above a BottomlessPit. [[note]]While you can throw the stand at him during his attack animations, it's way more risky since it's easier to miss or get interrupted.[[/note]] To add insult to injury, this is all at the end of what is arguably the [[ThatOneLevel most difficult level in the game]].

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* ThatOneSidequest: ThatOneSidequest:
**
The Meta Ridley Trophy is probably the single hardest boss Trophy to get. Not only are you required to beat down Meta Ridley until he's near death, you have wait for a Trophy Stand to randomly spawn (during a [[TimeLimitBoss timed fight]]) and then throw it at Meta Ridley between attacks while he's between attack patterns and floating above a BottomlessPit. [[note]]While you can throw the stand at him during his attack animations, it's way more risky since it's easier to miss or get interrupted.[[/note]] To add insult to injury, this is all at the end of what is arguably the [[ThatOneLevel most difficult level in the game]].game]].
** Duon's Trophy isn't much better. Everything mentioned about his fight above also applies, but there are a few differences. First, you have to constantly avoid its attacks after taking down most of its HP, which is harder than it looks. Duon also has homing missile attacks. These can hit pretty hard if you're not careful, but they can also hit Duon as well. If Duon's Health is low enough, it'll be KO'd, meaning you have to redo the fight again. You might be in the fight for mere minutes before a Trophy Stand shows up.

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Put in the right category.


* BreatherLevel: Facing Metal Pit in Classic Mode. With most Metal Opponents, you'll have to deal large chunks of damage to KO the opponent. For Metal Pit, if you're able to get him off the stage, there's a good chance he won't recover since his recovery is pretty much nonexistent since his Up Special doesn't work that well when he's encased in metal. If he attacks you while you recover, he's done for. In other words, whenever Metal Pit's off-stage, you win.


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* BreatherLevel: Facing Metal Pit in Classic Mode. With most Metal Opponents, you'll have to deal large chunks of damage to KO the opponent. For Metal Pit, if you're able to get him off the stage, there's a good chance he won't recover since his recovery is pretty much nonexistent since his Up Special doesn't work that well when he's encased in metal. If he attacks you while you recover, he's done for. In other words, whenever Metal Pit's off-stage, you win.
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* BreatherLevel: Facing Metal Pit in Classic Mode. With most Metal Opponents, you'll have to deal large chunks of damage to KO the opponent. For Metal Pit, if you're able to get him off the stage, there's a good chance he won't recover since his recovery is pretty much nonexistent since his Up Special doesn't work that well when he's encased in metal. If he attacks you while you recover, he's done for. In other words, whenever Metal Pit's off-stage, you win.
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** Ridley grabbing Samus, slamming her into a wall and grinding her face against it was so iconic (and rather horrific) that it came back as one of his attacks in ''VideoGame/MetroidOtherM''.

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** Ridley grabbing Samus, slamming her into a wall and grinding her face against it was so iconic (and rather horrific) that it came it's sort of become a SignatureMove for him, coming back as one of his attacks in ''VideoGame/MetroidOtherM''.''VideoGame/MetroidOtherM'' and later featuring as his Side Special when he was PromotedToPlayable in ''Ultimate''.

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* GoodBadBugs: The "Smash Stack" exploit, which is the most common way to load mods for that game. However, it can also be used to install other homebrew. Unlike the [[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Hack]], it still works with newer firmware, as well as the Wii U's Wii Mode.

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* GoodBadBugs: GoodBadBugs:
**
The "Smash Stack" exploit, which is the most common way to load mods for that game. However, it can also be used to install other homebrew. Unlike the [[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Hack]], it still works with newer firmware, as well as the Wii U's Wii Mode.Mode.
** Performing Kirby's down special on the right edge of the stage on PictoChat will cause the game to act as though he is hitting the ground over and over. This leads to the screen to shake and any opponent that goes near it will take damage multiple times.
** The Bridge of Eldin stage has a section of bridge be constructed after it is destroyed. For some reason, this also cancels final smashes, which sometimes leads to hilarious results:
*** If Jigglypuff is in the middle of her final smash as the bridge is fully completed, it will cancel...but she'll stay the same size she was when it happened. This leads to her turning into a Kaiju that covers most of the camera. Her hitboxes are also way bigger and can take up much of the playing area, with the downside that it is very easy to get killed by going past the blast zone.
*** If this happens to R.O.B. while the animation of his final smash is occurring, then the attack will continue forever as long as he isn't KO'd.
** Olimar can continually pluck Pikmin during Kirby's final smash to both avoid getting sucked in and cause a large amount of items to come out.
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*** Type Effectiveness. The Trainer's Pokémon are also affected differently by their respective weaknesses/resistances. Just like in the ''Pokémon'' games, Charizard, Squirtle, and Ivysaur sustain more knockback from water, grass, and fire-based attacks respectively, while they sustain less knockback from grass, fire, and water-based attacks respectively. Since Squirtle and Ivysaur are the only characters in the game with water and grass attacks, this weakness only really mattered to Squirtle and Charizard in Pokémon Trainer dittos, but since many characters have fire-based attacks, this left Ivysaur at an innate and exploitable disadvantage no other character had against the rest of the cast, bolstering its [[TierInducedScrappy low-tier scrappiness]].

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*** Type Effectiveness. The Trainer's Pokémon are also affected differently by their respective weaknesses/resistances. Just like in the ''Pokémon'' games, Charizard, Squirtle, and Ivysaur sustain more knockback from water, grass, and fire-based attacks respectively, while they sustain less knockback from grass, fire, and water-based attacks respectively. Since Squirtle and Ivysaur are the only characters in the game with water and grass attacks, this weakness only really mattered to Squirtle and Charizard in Pokémon Trainer dittos, but since many characters have fire-based attacks, this left Ivysaur at an innate and exploitable disadvantage no other character had against the rest of the cast, bolstering its [[TierInducedScrappy low-tier scrappiness]].status as a LowTierLetdown.
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* RefrainFromAssuming: That oddly epic song that plays throughout the game is not called "Audi Famam Illius". The title actually is "Super Smash Bros. Brawl Main Theme".
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* HardLevelsEasyBosses: With the exception of [[FinalBoss Tabuu]], most of the bosses in this mode aren't too difficult to deal with. The difficulty comes from traversing the levels and dealing with enemies while being forced into choosing a character, some of which are '''not''' adept at platforming. There are also a lot of GoddamnedBats and DemonicSpiders which will wreck you quickly, especially on higher difficulties.
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*** Sonic hits both of Tabuu's wings with a Spin Dash, saving the entire cast of the game from being trophified again, lands on a peak, then spins to face the camera [[MascotWithAttitude and does his iconic finger wag.]]
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Fixing typos, deleting red links. The thing about PictoChat being better with more players can honestly be said about any stage, really.


** WarioWare stage has similiar lay out to main game series. with short minigames every now and then, except for keeping/losing stacks you can get rewards like becoming big etc, restoring some percents etc. Catchy songs only help how fun the stage is.
** PictoChat with its nice drawings brings intresting layouts and hazards. The best thing of this stage however is that it works for any number of players. The stage can be great for 1v1 but you could also add as many players as possible with as many items as possible to create a big, chaotic match to play with.
** Few stages perfectly match the chaos that comes with a game like Smash Bros as perfectly as Delfino Plaza does. The hectic but fun music, the constantly shifting stage, and the beautifully moving background always make it a joy to play.

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** WarioWare The [=WarioWare=] stage has shares a similiar lay out to main gimmick with the game series. with it's based on, featuring short minigames every now and then, except for keeping/losing stacks you can get rewards like becoming big etc, restoring some percents etc. Catchy at regular intervals that reward the players with buffs upon being completed. The catchy songs only help how fun the stage is.
** PictoChat with [=PictoChat=]'s gimmick is that pictures are drawn into the stage, altering its nice drawings brings intresting layouts and hazards. The best thing of this stage however is that it works for any number of players. The stage can be great for 1v1 but you could also add as many players as possible with as many items as possible to create a big, chaotic match to play with.
generating hazards in creative ways.
** Few stages perfectly match the chaos that comes with a game like Smash Bros ''Smash Bros'' as perfectly as Delfino Plaza does. The hectic but fun music, the constantly shifting stage, and the beautifully moving background always make it a joy to play.



** For both casual and competitive community, it's another itarion of Final Destination, this time with insane, groundbeaking visuals and epic version of main theme.

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** For both the casual and competitive community, it's another itarion communities, the game's iteration of Final Destination, this time with Destination is beloved for its insane, groundbeaking groundbreaking visuals and epic version of the game's main theme.

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