Classic Mode is the Smash Bros. equivalent of every other fighting game's main mode. You face opponents in battle in 11 stages. Writing tips for this mode isn't an easy task as the characters you will face differ each time. Once you unlock hidden characters, they will appear at random.
1. One-on-One Battle
The first battle in Classic Mode is a straightforward Normal Melee fight. Make yourself familiar with the character strategies in the Characters section and the stage tips to learn about your own fighter, your opponent and the arena. Your fighting style should depend on whom you're facing. If you're up against a light fighter, advance immediately and smash away. If your opponent likes to use projectiles and aerial combat, don't be overly aggressive and take your time to dodge and block. If you're facing heavyweights like Bowser and DK, attack from afar or attack and quickly roll out of the way.
2. Team Battle
The next stage pits you and an ally against two combatants. You can go about this multiple ways. You can join your ally in battle and try to trap your opponents between your fighter and your buddy, or you can go after the foe your ally is currently not engaging. The safest technique has you dodging attacks and collecting items before your opponents can get to them. Since you can't hurt your friend, you can safely throw everything you got at your enemies.
3. Target Stage
Your character's target stage will appear. You have to break all targets in two minutes without falling off the stage. For techniques on how to beat each target stage, check the Targets section of this guide.
4. One-on-One Battle
This battle is another Normal Melee against a random character.
5. Giant Battle
Your opponent is selected at random and automatically super-sized. To take out your giant foe, you get two allies who fight on your side. Many giant AI characters have problems surviving on their own, so don't worry too much about this battle. As long as you dodge the overgrown brute's attacks, you won't run into problems. Half of the time, your opponent will either KO him- or herself without your help -- or your AI buddies will do the job on their own. Since you want to earn some points, you don't want to let them do all the dirty work. When your allies are attacking, charge a smash move and strike when your opponent is near. And don't let the biggie size intimidate you. You can and should pick up your adversary and toss him or her off the stage.
6. Figure Bonus Stage
The objective here is to get yourself some new trophies. Three trophies will fall from the sky. Run or jump to the side the trophy is falling on, then hit it with a weak attack to knock it into the middle of the stage. If it lands in the funnel, it will be yours. Hit it too hard (or not at all) and it will disappear at the bottom of the screen. You can get a maximum of three new trophies in this stage, so don't stop after you've secured the first trophy. And don't bother going after the ones you already have.
7. One-on-One Battle
This battle is another Normal Melee against a random character.
8. Multi-Opponent Battle
This fight pits you against 10 opponents. If you're playing on one of the standard or easy difficulty modes, you can simply smash hit one or multiple opponents of the stage each time they appear. On the harder difficulty levels you should find yourself a strategic spot on the stage (read the stage descriptions to find out about sweet spots) and fight away. Just remember that one hit won't do the trick here. You will have to attack most opponents multiple times before they're out for good. You've got a total of five minutes to knock out all 10, so take your time.
9. Race Bonus Stage
This coin bonus stage has you race from the left side of a tunnel to the right. You have to exit through one of the doors on your way before the timer runs out (the exact time depends on your character -- but they're all around 40-50 seconds). There are multiple doors here that you can take, but the further you get the more coins you earn. The first section of the stage is straightforward, but you will soon come to a three way split. Take the upper route if you have a fast character with good vertical jumping abilities. The middle route is good for characters with good horizontal jumping abilities. The lowest route is the easiest one as there are plenty of platforms. It should be safe for beginners with any character, just don't fall off the platforms as you will instantly fail .
10. Metal Battle
Time for a Metal Melee against a random "metal" foe on SSBM's simplistic Battlefield stage. Beating up a metal opponent is like playing ping-pong. Stand underneath one of the two lower platforms and wait. When your metal opponent jumps down towards you, use your upper smash move to cause damage. As the character falls down, charge your next upper smash move and repeat the procedure. Once you've caused enough damage this way (or your metal friend has made his way down to the lower level), it's time to smash him or her off to the side. The fighter will try to make it back to the stage edge, which gives you plenty of time to charge your next smash attack. Repeat the procedure and your opponent will get knocked farther out every time. Characters with projectile attacks like the boomerang or Shadow Ball will want to throw it after each smash move to prevent a recovery jump and shorten the procedure.
11.1 Master Hand
The final battle in the Classic Mode is one taken directly from the original Super Smash Bros. for Nintendo 64. You go up against the Master Hand for a surreal battle of man, woman, animal, or blob against a giant white glove. This boss differs from all the other fighters in that there is no damage meter. Instead, you're dealing with good, old-fashioned hit points. Their amount depends on the level you're playing:
You can hurt the Master Hand with all standard attacks, but some characters are too short to actually nail it with their ground smash moves. In those cases, the only thing you can really do is to use repeated jump attacks. Check the character tips section to find out which ones deal the most damage. As far as avoiding the hand's attack goes, now is the time to show off how well you can block and roll out of harm's way.
The hand has the following attack moves:
Fire Slam: The hand slams down on the stage. The only correct response here is to roll or quick dash out of the way.
Lasers: Blue lasers shoot from the Master Hand's finger tips. Run all the way to the right and attack the hand from underneath while it's busy with the pretty little light show.
Catch: The hand will try to catch you and deal damage by squishing you in its fist. Simply dash along the ground to avoid getting caught. Don't jump.
Palm Slap: The hand moves horizontally across the ground and tries to slap you. You can jump over it, but it's much safer to simply block and roll. Attack the hand as soon as you're clear to cause some quick damage before it moves back to its neutral position.
Finger Walk: The hand will literally come walking at you and damage you with its fingers. You can roll to avoid the fingers or jump over it entirely. Either way, you will end up on the other side with enough time to get another attack in. You can also use projectiles if you're too far away. The finger walk follows after the hand makes a flip in the air.
Drill: The hand will drill vertically into the stage floor. Or you, if you're in the way. Roll out of the way.
Punch: The hand will try to punch you from the air. Roll out of the way or jump when the hand comes flying at you. Look for the blue light rings around the hand that indicate this move is coming.
Rocket Dive: The hand will take off like a rocket, then come flying at you from the background. Roll out of the way or jump to avoid it.
Revolver: The hand shoots between one to three shots at you from its fingers. You can duck or roll to avoid the shots on the ground or jump into the air when the hand is about to fire and avoid the bullets with your double jump or recovery jump maneuver. The hand will flash yellow to indicate that this move is next.
Finger Poke: The hand tries to poke you with its index finger. As soon as the hand starts to point and a blue sparkle appears at its finger tips, dash out of the way or roll to avoid getting poked.
Palm Slam: The hand tries to flatten you by swatting down hard on the stage. Your response? Roll, baby, roll. What a surprise. As soon as you're clear, attack again.
11.2 Crazy Hand
You thought dealing with one hand was bad. Wait till you face the Master Hand's deranged cousin. To face the Master Hand and Crazy Hand simultaneously in battle, play on Normal difficulty setting or higher and finish all 10 Classic stages in less than 10 minutes without using a single continue.
Crazy Hand will then appear after you have taken away half of the Master Hand's hitpoints. Crazy Hand will use all of the above moves, plus these new ones:
Crazy Struggle: The hand freaks out in a whirlwind of attacks. Jump out of the way.
Bomb: Crazy Hand will drop a bomb on you from above. Roll out of the way immediately.
Spider Walk: The hand will attack you by walking across the stage like a spider. Roll out of the way or jump over the hand to escape.
Team Work: When the two hands start to converge and work together, the only thing you can do is get out of the way by rolling when they get close. This nasty clapping move will cause a lot of damage, so duck and get out of the way or you're toast. The hands will both start to glow at the fingertips before they team up.
Crazy Hand will have the same amount of HP that the Master Hand had at the start of the battle, so concentrate on taking out Master Hand first as you've already damaged it by 50% or more. Good luck.
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