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Game help · Tips & secrets

Arena & multiplayer · First release 2008

Super Smash Bros. Brawl

Brawl combines multiplayer battles with The Subspace Emissary. Follow all 31 story stages, unlock all 14 hidden fighters and find Wolf, Toon Link and Jigglypuff after the ending.

Wii

Selection entries
35
Fighters / forms
39
Story stages
31
What this guide covers

Every fighter/form, all hidden fighters by VS quota, all 31 named story stages, boss counterplay and twelve hidden stages. This is a complete stage roadmap, not a room-by-room atlas of every orange box and trophy.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search across fighters, unlocks and techniques

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
OriginalWiiReleased in 2008. The 35 selection entries contain 39 playable fighters/forms: Zelda/Sheik, Samus/Zero Suit Samus and the three Pokémon are grouped.
Wii-WiedergabeWii U (Wii-Modus)The Wii disc can run on Wii U in Wii Mode; this is not a new Brawl. Nintendo Wi-Fi Connection ended on 20 May 2014. Local play and the campaign are separate.

Controls, damage and safe recovery

  1. Damage is not a health bar

    Attacks increase damage percentage. The objective is to launch opponents beyond the blast zone. Build damage, then look for a strong hit near an edge. A high percentage does not end a stock by itself.

  2. Separate normal, smash and special attacks

    A with a gentle direction produces a directional normal attack; a fast direction with A performs a smash attack. B plus a direction selects special moves. Practise forward, up and down separately. Physical buttons depend on your controller.

  3. Shield, grab and evade

    Shield an expected attack, then act after it ends. Grabs defeat a normal shield. Repeated rolls and uncovered smash attacks make your next action predictable.

  4. Save your jump

    After a hit, drift toward the stage first. Spend your midair jump when it is needed, then aim your up special toward the ledge. Test each fighter separately: jump count and recovery moves differ.

  5. Turn practice into a match plan

    Practise ten recoveries without an opponent, then play short games with one learning goal. Track stocks lost to your own mistakes separately from enemy KOs. Winning one game does not establish reliable recovery.

Every fighter and a practice focus

This table lists every playable fighter or form in this game. Short plans are original training suggestions, not a tier list or guaranteed combos. German and English names are shown together.

Fighter / formPractical starting point
MarioUse a fireball to approach; regain spacing after a safe landing.
Donkey KongLearn grab range; avoid lingering at the ledge after a miss.
LinkCombine projectiles with sword spacing; practise recovery before zoning.
SamusHold Charge Shot as a threat; avoid firing every projectile immediately.
YoshiManage your midair jump carefully; use eggs from a safe distance.
KirbyUse multiple jumps deliberately; avoid landing with Stone every time.
FoxControl your speed; practise sideways and upward recovery separately.
PikachuApproach behind Thunder Jolt; practise Quick Attack directions deliberately.
LuigiSet up close hits; use big specials after a confirmed opening.
NessPractise using PK Thunder for recovery without an opponent first.
Captain FalconVary your movement; seek powerful hits after an opponent whiffs.
Pummeluff / JigglypuffUse aerial movement; attempt Rest only with a clear opening.
PeachUse float for spacing and landings; avoid pulling turnips in close combat.
BowserStart with short punishes; cover slow powerful attacks.
Ice ClimbersKeep the partner close; reassess recovery and attacks when separated.
ZeldaSeparate long and close range; test teleport distance without an opponent.
SheikCombine movement with quick hits; avoid overextending after every hit.
FalcoUse lasers to control space; check recovery distance before chasing.
MarthSpace for sword-tip hits; avoid forcing point-blank combat.
GanondorfPunish mistakes hard; prioritise your vulnerable recovery.
Mr. Game & WatchStart with safe short actions; avoid building plans around risky random attacks.
Meta KnightControl multiple jumps and sword strikes; avoid chaining specials blindly.
PitAim arrows and save jumps; defend from a safe ledge position.
Zero Suit SamusUse mobility for spacing; avoid throwing out up special without a plan.
WarioPractise aerial movement; treat Waft as preparation rather than a panic escape.
SnakeTrack grenade positions; account for your own explosions while landing.
IkeUse large reach patiently; regain spacing after a miss.
Schiggy / SquirtleUse quick close actions; plan a switch when danger increases.
Bisaknosp / IvysaurLearn leaf and vine range; choose recovery angles deliberately.
Glurak / CharizardCombine power with spacing; avoid forcing follow-ups after large attacks.
Diddy KongWatch banana position; avoid overextending before a risky recovery.
LucasPractise PK Thunder and tether range separately; cover projectiles deliberately.
SonicUse speed to reposition; avoid running over the edge uncontrolled.
König Dedede / King DededePrepare slow powerful actions; preserve multiple jumps for recovery.
OlimarWatch your Pikmin lineup; choose attacks for the available team.
LucarioWatch Aura; high personal damage also means a high risk of being KO’d.
R.O.B.Combine gyro and laser; preserve flight resources for recovery.
Toon-Link / Toon LinkSet up projectiles and seek safe sword hits; vary aerial routes.
WolfAlternate blaster and close range; test special-move reach near the ledge.

Subspace Emissary: preparation and backtracking

Choose a difficulty you can survive consistently. Fighter availability follows the story. Unlocking someone in another mode does not automatically make them available in every story stage.

In co-op, player 1 controls camera progress and doors; player 2 must keep up and can warp back outside boss battles. Coordinate jumps so the camera does not push someone offscreen.

Stickers on trophy bases boost appropriate attack types. A sticker restricted to certain characters does not help every teammate. Save before long stages; revisit for collection rather than forcing a risky first run.

All 31 story stages in order

Story details & possible consequences
StageGoal and hazards
01 · Midair StadiumChoose Mario/Kirby, clear enemy waves and Petey Piranha’s cage encounter.
02 · SkyworldControl Pit’s descent and recruit Mario; save jumps for gaps.
03 · Sea of CloudsProceed with Kirby and the rescued princess; inspect platforms before jumping.
04 · The JunglePlay Donkey Kong and Diddy; check the destination before firing barrels.
05 · The PlainLead Mario/Pit through groups; establish safe landing space first.
06 · The LakeBring Diddy and Fox together; wait through Rayquaza’s attack phases.
07 · The Ruined ZooGuide Lucas through pursuit, defeat Porky and meet Pokémon Trainer.
08 · The Battlefield FortressBring Marth, Meta Knight and Ike together; clear waves before advancing.
09 · The ForestTraverse the forest with Link and Yoshi; return for Toon Link after the story.
10 · The Research Facility IUse Zero Suit Samus and rescue Pikachu; remember switch routes.
11 · The Lake ShoreGuide the converging groups through fights; story conflicts do not permanently remove a fighter.
12 · The Path to the RuinsContinue with Pokémon Trainer/Lucas; remove flying enemies before tight jumps.
13 · The CaveProceed carefully through confined paths; note routes for later collecting.
14 · The RuinsExpand Pokémon Trainer’s team and traverse the ruins; Wolf’s extra door appears after the ending.
15 · The Wilds IApproach enemy groups from one side; avoid forcing close attacks against machinery.
16 · The Ruined HallSurvive the Galleom encounter; watch large jumps and landings.
17 · The Wilds IIClear the second wilderness stage; respect the camera limits you have learned.
18 · The SwampAdvance Diddy/Fox/Falco; Jigglypuff’s hidden door is a post-story goal.
19 · The Research Facility IIGuide Samus and Pikachu through the facility; wait for safe boss openings.
20 · Outside the Ancient RuinsUse Captain Falcon and Olimar; separate platform travel from enemy waves.
21 · The Glacial PeakClimb with Ice Climbers and Meta Knight; keep pace with the camera.
22 · The CanyonSurvive the reunited team’s waves; pursue from safe ground.
23 · Battleship Halberd InteriorGuide Snake through the interior; distinguish rooms and side doors for backtracking.
24 · Battleship Halberd ExteriorGuide Peach/Zelda over the ship; distinguish open air from platforms.
25 · Battleship Halberd BridgeFight Duon and reunite the group; read weapon colour and attack cues.
26 · The Subspace Bomb Factory IContinue with Samus/Pikachu; check switches and machinery in sequence.
27 · The Subspace Bomb Factory IIUnite the teams and recruit R.O.B.; prioritise escapes before collecting detours.
28 · Entrance to SubspaceEnter Subspace with the selected team; the following reversal is part of the story.
29 · Subspace IRecover trophy fighters with Dedede, Ness and Luigi; inspect side paths.
30 · Subspace IIRescue more fighters with Kirby; do not overlook Link/Zelda, Ganondorf and Wario.
31 · The Great MazeClear dark fighters and boss rooms, connect save points, then defeat Tabuu.
Sources for this section

The Great Maze and Tabuu

  1. Work through rooms systematically

    Visit the dark fighter and boss rooms. Track cleared branches from a save point and use the map for remaining enemies. Merely traversing connecting corridors will not open the finale.

  2. Bring a healthy team to the finale

    Use saving and recovery opportunities before the final door. Pick fighters whose jumps and dodges you know. Your selection order determines who takes over after a lost stock.

  3. Read Tabuu’s wing cue

    When Tabuu positions for the large red waves, stop attacking. Dodge each wave in sequence with correctly timed evasions. High damage is not the only danger during this attack.

  4. Search again after the ending

    Jigglypuff, Toon Link and Wolf require extra return visits. Additional rooms and items contribute to the displayed story percentage; defeating Tabuu does not prove complete collection.

Sources for this section

Hidden fighters after the story

Story details & possible consequences
FighterConcrete route
Pummeluff / JigglypuffAfter completion, revisit The Swamp, enter the new hidden door and win. Alternatively, 350 Brawls.
Toon-Link / Toon LinkAfter completion, revisit The Forest, enter the hidden door and win. Alternatively clear Classic after the story, or play 400 Brawls.
WolfAfter completion, revisit The Ruins, locate the hidden door and win. Alternatively clear Boss Battles with Fox/Falco after the story, or play 450 Brawls.
SnakeA shorter non-story route: play 15 Brawls on Shadow Moses Island, then defeat Snake.
Sources for this section

All twelve hidden stages

StageRequirement
Flat Zone 2Unlock Mr. Game & Watch.
Luigi’s MansionUse Luigi in three Brawls.
75mUse Donkey Kong in 20 Brawls.
Pirate ShipUnlock Toon Link.
Spear PillarClear Event 25.
Mario Bros.Clear Event 19.
HanenbowClear Event 28.
Green Hill ZoneUnlock Sonic.
Jungle Japes (Melee)Play ten Brawls on Melee stages.
Green Greens (Melee)Use Kirby in 20 Brawls.
Pokémon Stadium (Melee)Play ten Brawls on Pokémon Stadium 2.
Big Blue (Melee)Use Captain Falcon in ten Brawls.

Final Smash, Stadium and version differences

The Smash Ball enables a Final Smash. Obtain it first, then use the special button; pressing B without a powered-up Smash Ball does not trigger a Final Smash. Assist Trophies and Poké Balls introduce additional threats.

Brawl lacks Melee’s manual L-canceling. Tripping and different air-dodge rules change movement plans. Returning Melee players should relearn safe landings and shield responses.

Classic, All-Star, Events, Target Smash, Home-Run and Multi-Man are separate completion goals. Trophies and stickers are collectibles, not new full fighters. A Tabuu trophy does not make him playable in ordinary Brawl.

Sources for this section

Unlocks & rewards

Ness

Complete 5 Brawls, then defeat the challenger.

Marth

Complete 10 Brawls, then defeat the challenger.

Luigi

Complete 22 Brawls, then defeat the challenger.

Falco

Complete 50 Brawls, then defeat the challenger.

Captain Falcon

Complete 70 Brawls, then defeat the challenger.

Lucario

Complete 100 Brawls, then defeat the challenger.

Snake

Complete 130 Brawls, then defeat the challenger.

R.O.B.

Complete 160 Brawls, then defeat the challenger.

Ganondorf

Complete 200 Brawls, then defeat the challenger.

Mr. Game & Watch

Complete 250 Brawls, then defeat the challenger.

Sonic

Complete 300 Brawls, then defeat the challenger.

Pummeluff / Jigglypuff

Complete 350 Brawls, then defeat the challenger.

Toon-Link / Toon Link

Complete 400 Brawls, then defeat the challenger.

Wolf

Complete 450 Brawls, then defeat the challenger.

Boss-Kämpfe / Boss Battles

Clear Classic and The Subspace Emissary.

All-Star

Unlock all fighters.

Super Smash Bros. Brawl

Your checklist

0 / 51 guide tasks completed

Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.

Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 31 October 2026.

In-game names may differ between language versions. Report a correction.

Game help

Where is Wolf in The Subspace Emissary?Brawl · Wii

A secret door to Wolf’s fight appears in The Ruins after you finish the campaign.

  1. Clear The Subspace Emissary, then load the completed save.
  2. Replay The Ruins. Look for the new door instead of heading straight to the original exit.
  3. Enter it and defeat Wolf. You can also clear Boss Battles with Fox or Falco after the campaign and win Wolf’s challenge.

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