uc pseudonym wrote:Kirby. I originally chose him because he has so many jumps, but now I've grown used to using him in many ways. If you know when to use his Up+B move it can be very effective, and Down+B works very well when two others are busy hitting each other. When I can pull it off, a Helix Kick and Down+B combo works very well.
The Melee version is a bit more complex, and I haven't gotten as much of a chance to use him. But his flaming move can be pretty good, when you know how to use it.
As though I needed MORE evidence why UC rocks.
I use Kirby's Down+B move all the time. I use most characters' Down+B moves a lot. Especially Link and Young Link's bombs. I have found against relatively slower foes, alternating between Young Link's Bombs and Fire Arrows is a good way to rack up damage. It doesn't work with Link, because his Arrows don't cause stunning fire damage.
And of course, Kirby's Copy ability is great, especially when you're fighting a foe with a good, quick B move, like Zelda, Young Link, and to a lesser degree Sheik. And the forementioned Stone move. The Hammer move is a favorite, because the giant mallet is one of my favorite anime cliches.
Captain Falcon's a good all-around character, with his ample speed, respectable jumping ability, and punishing special moves. The Falcon Punch (as well as Ganondorf's cooler-looking Warlock Punch) is best used as a team move, with a teammate that has a good stunning move like Young Link (the aforementioned Bombs and Fire Arrows), Mewtwo (with the Disable move) or even on its own with the Raptor Boost/Gerudo Dragon.
Zelda and Sheik are both great fighters in their own rights, and complement each other well. Nayru's Love not only reflects projectile assaults, but works well as a melee-range attack, interrupting an opponent's combo. Din's Fire works best when Zelda is a good distance away from her foes. Farore's Wind is a little hard to predict, since Zelda disappears momentarily, but provides the elven princess with a good amount of extra air. A note of interest is that Zelda has some punishing throws.
Sheik is, in all but name, a ninja, and so you must use her as a ninja, staying mobile and getting in hits where they present themselves. Needle Storm works well do buy yourself another second or so to grab an item, but it's nothing to rely on for heavy damage. Chain takes some finesse to use effectively, but if you an hit your opponent with the very end right, it will give off a nasty shock. It's fun to use on AI characters. Vanish is, for all intensive purposes, a shorter-range Farore's Wind, but with a "ninja vanish" explosion. If an opponent gets too close, the bomb hurts a little, but it's funky timing makes this rare. Of course, the beauty of the two characters si that you can play as both within a round, giving you a vast array of normal attacks, and 6 different special attacks (OK, 5, Farore's Wind doesn't hurt any).
Rai