In Super Smash Bros, Solo contains a wide range of single-player experiences. From full-fledged game modes to a range of mini-games, Solo is the way to earn tons of Trophies, Gold, and Pieces of Equipment.
Super Smash Bros Classic Mode Tips
In Solo, you will come across Classic, All-Star, Training, and Stadium. This guide is dedicated to Solo Classic and various options associated with this mode.
What is Classic and Intensity?
In Classic, you are required to win a total of six matches within a 300 seconds time limit. Wish to explore the game to its deepest roots and earn Gold, Trophies, Pieces of Equipment, and other valuable items? Classic is the perfect mode for you!
First off, you’re asked to select a character and Classic’s intensity. You can spend Gold to increase the Intensity of the game and earn better loot.
At higher Intensity, you will face tougher foes with increased aggression and higher chances of better loot. Do note that the default Intensity of 2.0 does not require any Gold.
Choosing Your Path
The available stages in Classic are interlinked with branched paths. These paths are colour-coded and indicate the difficulty of the upcoming match. Blue Paths are the easiest, Green Paths have moderate difficulty, and Red Paths are the most difficult ones.
While playing at an Intensity of 5.1, a Black Path near the end of the game will lead you to a stage with both Master Hand and Crazy Hand appearing at the same time. You will get to the Master Core from the Black Path.
The First Five Matches
Throughout your Classic Matches, you will face either face a single enemy or group of enemies. You may have to face these enemies alone or with a team of allies to aid you.
The fifth Classic Match will always feature ten enemies who will be either Miis or popular characters from the game’s roster. However, during the fifth battle, the enemies will be comparatively easier to launch and take out.
During the sixth battle, you will face the Master Hand.
How to Defeat Master Hand
The attacks from the Master Hand are lethal and must be avoided at all costs. These attacks take some time to charge, giving you some breathing room.
You need to identify these attacks (some of them are come in too quickly) and dodge them perfectly to avoid being knocked out.
The Master Hand will snap its fingers for a series of short-ranged attacks, transform into a fist to slam the ground, and follow you around to target you with a projectile.
In order to dodge these attacks, you need to be accurate with your timing – avoid the attacks just as the MH executes them. After every attack, the Master Hand will become susceptible to attack.
During this time, you need to charge in and execute the best of your attacks. Note that you can also execute your attacks while the MH is about to launch one of its own attacks, but make sure that you run away from the area before the enemy execute its own attacks.
After its every attack, the enemy will be vulnerable for a couple of seconds. Don’t linger near it for too long or the hand will grasp you for massive damage. If the hand grasps you, quickly move your Circle Pad to break free of its grip.
The Crazy Hand and the Master Hand
If you try and play the Classic with 3.0 or higher Intensity, you will face both the Master Hand and the Crazy Hand simultaneously. Both hands will combine their attacks for more powerful and lethal blows.
The game becomes far more difficult with both the hands roaming over your head. It’s very important that you pay attention to both of their attacks. Don’t go in charging if one of the hands is vulnerable, unless you think there is sufficient time to avoid the attacks from the other hand.
The battle becomes really frustrating when both of the hands combine their attacks. For example, the Master Hand will follow you around the field to target you with projectiles and the Crazy Hand will target you with bombs.
Let me be blunt about this! Avoiding their simultaneous attacks is extremely difficult and will require a lot of practice. Once again, I will ask you to be patient and let your enemies execute their attacks before reacting.
You need to closely calculate your options and then act accordingly. Jumping is your best bet when it comes to avoiding the attacks, but it also leaves you vulnerable to many other attacks.
While jumping, make sure to calculate your options and use techniques like Fast Fall and Air Dodge to receive the minimum amount of damage. Lastly, while both of the hands appear as separate enemies, they will have a single HP bar – if that makes you feel better.
Defeat both of these enemies to complete the Classic mode.
How to Defeat the Master Core
In order to face the Master Core, you need to play the Classic with the Intensity lying between 5.1 and 9.0. You will also have to face the Crazy Hand and the Master Hand together.
Depending upon the Intensity Level, the Master Core will appear in different forms which are provided below:
This form appears when the Intensity is set to 7.0 or above. The attacks from the Giant Form cover the most of the field and you will have a hard time executing your own attacks while the enemy is charging you with its attacks.
After every attack, the enemy will sit idle for a couple of seconds. At this moment, you need to jump on its face and charge with powerful upward attacks.
The enemy will also roll its arm on the ground which will target you with a fast-moving, large beam. You need to either dodge this attack or use your shield to avoid taking damage.
In addition to this, several vertical/horizontal beams will appear on the field. These beams are really hard to dodge, but avoiding them is a must!
The enemy will create additional arms to grab and absorb you into it. You need to avoid the shining arms and shield yourself to avoid bring absorbed into the enemy.
The enemy will also send in energy orbs which will follow you around the field. These orbs will roam around the field and are easy to dodge.
One of the final attacks at the Giant Form’s disposal is the crack in its head which will pull you inside. You need to use your shield to avoid being pulled inside the head.
During this time, several energy orbs will appear in the area. You will have to dodge these orbs and recreate your shield for the best results.
The last attack at this enemy’s disposal is its head smashing attack with several energy beams directed towards you. You need to use your shield to avoid taking damage from these beams and continue with your attacks.
This form of the Master Core appears when the Intensity is set between 6.0 and 6.9. Most of the attacks of this form are pretty easy to spot, but you will need a lot of practice and patience to evade them.
As soon as you see some spikes on the back of the monster, spikes will emerge from the ground. You need to use your shield or evade the area as soon as spikes come out of the ground.
Always keep an eye out on the location of the Dark Energy, as soon as the Dark Energy reaches your position, the spikes will come out of land.
The enemy will go into the background of the area and will lunge with its teeth. You need to dodge or use your shield to avoid getting cut off. In addition to going to the background, the monster will also leap into the air and come down with enough force to tilt the whole platform.
Once again, either jump away or use your shield to avoid damage. Lastly, the monster will use its tail to hit you with Dark Energy. As soon as you see it turning around, move away from the area or use your shield to avoid the attack and charge in with your own attacks.
When the monster is in this form, you need to seek out opportunities to attack it as soon as the blades are within the range of your attacks.
If you see the blades take on a yellow colour and pointing in upward direction, you should prepare for a series of quick attacks with insane range. Your best bet in order to avoid these attacks is to utilize your shield or jump away to land on a secure platform.
If you see the blades take on a yellow colour and pointing in downward direction, prepare to avoid energy orbs containing Dark Energy. These orbs are quite sluggish and can be really hard to evade.
At this point, you need to dodge/jump the incoming orbs and use your shield to avoid getting hit by the blades.
Note: The smaller orbs are quite sluggish and larger orbs are quite quick.
Lastly, the blades will scatter around the field and will attack you one after the other. At this point, you must reach the center of the field and wait for the blades to reach to you. As soon as a blade reaches to you, use your dodge to avoid being hit.
This is the exact same variant of your character with similar Pieces of Equipment and Power at its disposal! In addition to Pieces of Equipment and Powers, your doppelgänger will also evade and shield your attacks.
Since you will have pretty limited attacking windows, you need to make most of them. As soon as you see an attacking opportunity, you need to hit hard with your Powers and Special Attacks.
After you have increased your doppelgänger’s damage percentage, launch it and throw it off the field!
The Real Master Core
After defeating all forms of the Master Core, its real form will be revealed. At the beginning, it will not have any defensive capabilities allowing you to charge in with your powerful attacks.
It is a bad idea to linger around the area because one of the moves of the real forms can cause an instant knockout. Keep on attacking the true form until the damage percentage rises and then strike the killing blow.
The best thing about this battle is that you will not have any timing restriction and will be free to take your time and try to knockout the enemy off the field.
Character Unlocks by Playing Classic
The following characters are unlocked by playing Classic at different Intensities:
- Ness: Clear Classic on any difficulty
- Falco: Clear Classic without using any continues
- Lucina: As Marth, clear Classic without using any continues
- Dark Pit: Clear Classic with three or more characters
- Dr. Mario: As Mario, clear Classic on intensity 4.0 or higher
- Ganondorf: As Zelda or Link, clear Classic on intensity 5.0 or higher
- Mr. Game & Watch: Clear Classic with 10 or more characters
- Bowser Jr.: As Bowser, clear Classic on intensity 6.0 or higher
- Duck Hunt: Clear Classic with 15 or more characters
Found anything missing or confusing? Let us know in the comments below!