RULES*Remember to play at least 170 VS Mode matches and get all secret flags from the campaign! Youtube "starfox assault flags" if you need help.
1. Time, 5 minutes
2. Radar ON, in-game minimap DISABLED
3. reversal weapons OFF
4. special weapons ON
5. Landmaster, Arwing and Wolfen OFF
6. Wolf cannot be used
7. All players on NONE handicap
Stages:RED = banned stage
YELLOW = legal, non-neutral
GREEN = legal, neutral
1v1 colours:Outer Sargasso, Fichina, Space Station, Aparoid City, Titania, Great Fox, Simp3, Simp4, Simp5Corneria, Sauria*Katina, Inner Sargasso, Simp1**, Simp2***, Zoness*****On Sauria, the cave beneath the smallest temple can't be entered
**On Simp1, the barrier cannot be picked up
***On Simp2, the stealth pack cannot be picked up
****On Zoness, the platform directly above the missile launcher spawn can't be jumped on top of
2v2/FFA colours:COMING SOON!
Sets:A set is a best of 3/5/7/9 games.
For game 1:
- Players declare their character picks simultaneously before the stage is selected
- Players play rock, paper, scissors to determine who strikes a stage first
- The player who wins RPS strikes 1 GREEN stage
- The player who lost RPS strikes 2 GREEN stages that have not been struck
- The player who won RPS selects from the 2 GREEN stages that have not been struck, and that stage is played
For game 2:
- The winner of the previous game strikes 2 stages, either YELLOW or GREEN
- The loser of the previous game selects either a YELLOW or GREEN stage from the stages that have not been struck
- The winner chooses their character
- The loser chooses their character
All games after game 2 proceed exactly as game 2.
Players cannot, at any point, pick a stage on which they have already won a game.
If a draw occurs, players should immediately play a 1-life SUDDEN DEATH match on the stage where the draw took place. They may change characters, but must do so simultaneously.
Tourneys:*1v1 tourneys are usually single, double, or triple elimination
*2v2 tourneys are usually round robin but can be elimination
*FFA tourneys are usually round robin
*Febreeze is banned at all tournaments
Penalties:You lose the game (no score is recorded) if you:
*Exit a game in progress
*Play with HIGH or LOW handicap when handicap has not been agreed upon
*Physically impede other players (includes unplugging controllers)
*Pause excessively
*Re-enter and play while other players are away on pause
*Use macros like the turbo on a turbo controller
*Exploit glitches to delay the game or obtain unfair advantage
If you violate stage restrictions (such as entering the cave on Sauria or picking up the invis on Simp2), you must forfeit a point immediately. If you violate stage restrictions a second time, you forfeit the game (no score is recorded).
KNOWLEDGEDamage and health:N.B. Current damage system is based on the assumption that the MGun does exactly 1 damage and that character healths are whole numbers.
Character health: Wolf - 48 health
Slippy - 44
Fox - 40
Krystal - 32
Peppy - 32
Falco - 32 health
Weapon damage:Weaps from 8 to 15 damage do hitstun 1 (quick freeze and 2.5 seconds of invincibility after being hit)
Weaps 16 damage and over do hitsun 2 (launches character and 2.5 seconds of invincibility after getting back up)
Predator, Homing Launcher, Sensor, Grenade, Missile and Pod do splash damage in order of increasing splash size.
Machine gun - 1
Uncharged blaster - 4
Gatling gun - 4
Green charge blaster - 8
Blue charge blaster, Homing Launcher, Predator (when shot) - 12
Red charge blaster, Missile - 16
Sensor - 20
Grenade - 26
Sniper - 44
Pod - 176
Demon Sniper - infinite
Silver health - recovers 20 health
Gold health - recovers to full health
Barriers have 210 health and deteriorate for 15 s at a rate of 14 health/s
Weapons in play:The amount of weapons in play at any given time over the total number of weapons on the stage, and the percentage of weapons in play that it equates to (rounded to nearest percent)
Inner Sargasso. - 12/15 - 80%
Corneria - 12/17 - 71%
Titania - 12/19 - 63%
Aparoid City - 8/14 - 57%
Simple 3 - 5/9 - 55%
Simple 1 - 5/10 - 50%
Zoness - 9/19 - 47%
Katina - 8/18 - 44%
Fichina - 4/10 - 40%
Sauria - 8/20 - 40%
Simple 2 - 5/13 - 38%
WORDSHAXage's Advanced Tactics guide on GameFAQs: see
[You must be registered and logged in to see this link.]Power vs. Skill: power is your game directness/efficiency while skill is how good you are at engage combat. In HAXage's triangle, smashers use power and techers use skill; boxers use a balance of both.
Tanking: full unranged attack without concern for being hurt. Power strategy.
Walling/Ultra-close/engage combat: keeping very close with constant jumping, invented by HAXage using Falco. Skill strategy.
Assault/ranging: maintaining a distance from your opponent equal to the max range of your weapon to have the smallest chance of being hit back. Power strategy.
Flight: "hit and run" play. Skill strategy.
Jargon: Boiler: the middle of Ap or similar central area with many weaps.
Cheese: using a gatling gun, machine gun or uncharged blaster on a zoomed-in sniper. Fatal, because you can't zoom out or fire while being hit.
(Splash)Crash: using missiles or homers at close range, perhaps with a barrier.
Fash: a player was "fashed" if killed with an unused barrier. "Double" or even "triple" fashed means a death holding two or three barriers. Shows a lack/lapse of judgement or skill and can decide a game.
Gimping: heavy, successful reliance on/abuse of one strategy.
Masties: the flying platforms on Zoness (small, blue) and Aparoid City (big, aparoid-coloured).
Points era: the tournaments played using 5 Points game type, now outdated, including FirstRev, Kelowna 2010, and NYNT.
Revenge: a fast kill on a player who just killed you, usually only called a revenge if you take little to no damage.
Techs: Airdash: term for short hopping around while holding L. You can quickly change directions and it makes you hard to hit.
Attackdodge/dodgeattack: term for firing a weapon and rolling immediately afterwards. Reverse it for (less common) dodgeattack.
Barrier bomb: term for exploding a grenade in your hand while using a barrier.
Corking: emulating Dual Stick while on Single Stick, using airdashes to turn your aim while jumping.
Dodge dancing: a comedic term for holding L and walking left and right rapidly, but has a serious(ly humiliating) application if you have an MGun or find yourself in a UCB fight, increasing the chance of dodging shots.
Green spam/blue spam: term for Slippy and Peppy (mainly Peppy) firing rapid blaster shots with their fast charges.
Hit drop: term for how a grenade drops to the ground if you are attacked while cooking it.
Jump chase: a hit on a player who is just landing a jump, where they are an easy target.
Quick-draw: zooming in, sniping, and then zooming out or switching weapons immediately.
Recycling: Airdashing out from behind cover, shooting, and quickly going back behind cover. Often done many times in succession.
Short hop: the faster/lighter you tap the jump button, the shorter the jump will be. Useful for quick, light dodging or to avoid getting dodge-chased.
Uzzdrop: term for rolling while cooking a grenade to make the grenade drop to the ground at the spot where you started the roll.