Super Smash Bros. Brawl: Difference between revisions

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=====Enemies=====
=====Enemies=====
{{main|Subspace Army}}
{{main|Subspace Army}}
=====Names in other languages=====
=====Names in other languages=====
{{foreign names
{{foreign names
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|The player has to fight Master Hand. If it is completed on Hard or higher, within nine minutes, and with no continues, Crazy Hand will appear too.
|The player has to fight Master Hand. If it is completed on Hard or higher, within nine minutes, and with no continues, Crazy Hand will appear too.
|}
|}
=====Bosses=====
=====Bosses=====
{|class=sortable cellspacing=0 cellpadding=3 border=1 align=center width=100% style="border-collapse:collapse; font-family:Arial"
{|class=sortable cellspacing=0 cellpadding=3 border=1 align=center width=100% style="border-collapse:collapse; font-family:Arial"
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====All-Star mode====
====All-Star mode====
All-Star mode returns from ''Melee'', while basically the same it has had some slight modifications. It can now be played with two players and opponents are now sorted by Series rather than in a random order. No more than two foes appear at the time. The Pokémon Level has the most enemies as Pokémon Trainer uses each Pokémon separately. It is unlocked by unlocking all the characters. Beating rewards the player with a trophy of the current character performing their Final Smash. Also, if All-Star is beaten with Co-op mode, Final Smash Trophies of both characters are rewarded.<ref>Finishing it as Zelda or Sheik does not give the player the other's trophy, it must be cleared twice. The same applies to Samus and Zero Suit Samus. All-Star only needs to be cleared once for Pokémon Trainer, unlike Classic.</ref> The order of the fights are also the order the games came out. Also, in Co-Op mode, the players must fight two Olimars in the last level.
All-Star mode returns from ''Melee'', while basically the same it has had some slight modifications. It can now be played with two players and opponents are now sorted by Series rather than in a random order. No more than two foes appear at the time. The Pokémon Level has the most enemies as Pokémon Trainer uses each Pokémon separately. It is unlocked by unlocking all the characters. Beating rewards the player with a trophy of the current character performing their Final Smash. Also, if All-Star is beaten with Co-op mode, Final Smash Trophies of both characters are rewarded.<ref>Finishing it as Zelda or Sheik does not give the player the other's trophy, it must be cleared twice. The same applies to Samus and Zero Suit Samus. All-Star only needs to be cleared once for Pokémon Trainer, unlike Classic.</ref> The order of the fights are also the order the games came out. Also, in Co-Op mode, the players must fight two Olimars in the last level.
=====All-Star matches=====
=====All-Star matches=====
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"width=80% align=center
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"width=80% align=center
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====Stadium====
====Stadium====
The Stadium offers several mini-games, as previously in ''Super Smash Bros. Melee'' and one new mode.
The Stadium offers several mini-games, as previously in ''Super Smash Bros. Melee'' and one new mode.
=====Home-Run Contest=====
=====Home-Run Contest=====
[[File:Home-Run Contest Mario Brawl.png|thumb|Mario with Sandbag and a [[Home-Run Bat]]]]
[[File:Home-Run Contest Mario Brawl.png|thumb|Mario with Sandbag and a [[Home-Run Bat]]]]
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====Rules====
====Rules====
This feature allows the player to control a wide variety of settings for Group mode. These settings do not affect any other mode. These three settings are the most basic rules players can change:
This feature allows the player to control a wide variety of settings for Group mode. These settings do not affect any other mode. These three settings are the most basic rules players can change:
=====Default Rules=====
=====Default Rules=====
*Time: In these matches, fighters will score a point for each KO and lose a point for each fall or self-destruct. The fighter with the most points when time runs out wins the match. If there is a tie, the match will go into [[Sudden Death]]. In this situation, there is no time limit, but each fighter has only a single life and starts with 300% damage. The last one standing wins.
*Time: In these matches, fighters will score a point for each KO and lose a point for each fall or self-destruct. The fighter with the most points when time runs out wins the match. If there is a tie, the match will go into [[Sudden Death]]. In this situation, there is no time limit, but each fighter has only a single life and starts with 300% damage. The last one standing wins.
*Stock: Each fighter has a set number of lives. They lose one each time they fall off the stage. When a fighter loses their last life, they obviously do not reappear. The last fighter standing wins.
*Stock: Each fighter has a set number of lives. They lose one each time they fall off the stage. When a fighter loses their last life, they obviously do not reappear. The last fighter standing wins.
*Coin: Fighters collect [[Smash Coins]] to increase their score, which is displayed above their damage gauge. Bronze coins are worth one point, silver coins are worth three points, and gold coins are worth six. There are also bills, which adds ten points to their total. Coins are created when a fighter receives damage. The value of the coins corresponds to the strength of the attack. However, these coins are not subtracted from the victim's score. Fighters have unlimited lives, but their score is cut in half when they fall off the stage (100 if they have 200 coins or more). Whoever has the highest score when time runs out wins the match, but if there is a tie, a Sudden Death match will occur.
*Coin: Fighters collect [[Smash Coin]]s to increase their score, which is displayed above their damage gauge. Bronze coins are worth one point, silver coins are worth three points, and gold coins are worth six. There are also bills, which adds ten points to their total. Coins are created when a fighter receives damage. The value of the coins corresponds to the strength of the attack. However, these coins are not subtracted from the victim's score. Fighters have unlimited lives, but their score is cut in half when they fall off the stage (100 if they have 200 coins or more). Whoever has the highest score when time runs out wins the match, but if there is a tie, a Sudden Death match will occur.
Players can also set handicap and damage ratio. With handicap, fighters can start matches and respawn with automatic damage. Damage ratio adjusts the total knockback. It can be set from 0.5 to 2.0 at intervals of 0.1. By default, it is set at 1.0. The higher the number, the higher the knockback. Players can also determine what chooses stages. They can freely choose the stage, for instance, or have the loser of the match pick the stage. Players also have the ability to determine which items appear and how often.
Players can also set handicap and damage ratio. With handicap, fighters can start matches and respawn with automatic damage. Damage ratio adjusts the total knockback. It can be set from 0.5 to 2.0 at intervals of 0.1. By default, it is set at 1.0. The higher the number, the higher the knockback. Players can also determine what chooses stages. They can freely choose the stage, for instance, or have the loser of the match pick the stage. Players also have the ability to determine which items appear and how often.


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===Vault===
===Vault===
Here, various content can be found, such as content that is received when players achieve certain tasks.
Here, various content can be found, such as content that is received when players achieve certain tasks.
====Trophies & stickers====
====Trophies & stickers====
=====Trophies=====
=====Trophies=====
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==Glitches==
==Glitches==
{{main|List of Super Smash Bros. Brawl glitches}}
{{main|List of Super Smash Bros. Brawl glitches}}
===Play as a giant Jigglypuff===
===Play as a giant Jigglypuff===
First, the player must select the Bridge of Eldin stage. The player should also have a Final Smash prepared. King Bulbin will eventually come and destroy part of the bridge with a bomb. Soon after, a portal will restore that part of the bridge. When the matter begins to rebuild the bridge, the player has to use the Final Smash in midair in the gap. Jigglypuff will begin to inflate while the bridge is getting mended. When the bridge is completely fixed, Jigglypuff should bounce up onto the bridge and remain giant. Its attacks are completely the same, only that they have a much longer reach. Its movement seems to have slowed somewhat as well. It also becomes a very easy target and is simple to KO, as the slightest touch of the KO range will take it out. With this glitch activated, having Yoshi perform his Egg Lay attack will make Jigglypuff grow even bigger.
First, the player must select the Bridge of Eldin stage. The player should also have a Final Smash prepared. King Bulbin will eventually come and destroy part of the bridge with a bomb. Soon after, a portal will restore that part of the bridge. When the matter begins to rebuild the bridge, the player has to use the Final Smash in midair in the gap. Jigglypuff will begin to inflate while the bridge is getting mended. When the bridge is completely fixed, Jigglypuff should bounce up onto the bridge and remain giant. Its attacks are completely the same, only that they have a much longer reach. Its movement seems to have slowed somewhat as well. It also becomes a very easy target and is simple to KO, as the slightest touch of the KO range will take it out. With this glitch activated, having Yoshi perform his Egg Lay attack will make Jigglypuff grow even bigger.
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