_____ _____ ______ __ __
/ ___/ / ___/ | ____ \ | \ / | ******
\ \__ \ \__ | |__| / O | |\ /| | * ********
\__ \ \__ \ | ___ < | | \/ | | ** *********
__/ / __/ / | |__| \ O | | | | *** **********
/___/ /___/ |______/ |_| |_| *** **********
* * * * * * * * * * * * * * * * * * * * * * *
S u p e r S m a s h B r o s . M e l e e ** *********
* * * * * * * * * * * * * * * * * * * * * * * * ********
******
NINTENDORKS FAQ
Version 2.7
written for Nintendorks
and by Nintendorks
TABLE OF CONTENTS
1. General Overview
2. What's Going On?
3. Controller Explanation
4. Characters
~ Mario
~ Link
~ Zelda
~ Pikachu
~ Fox McCloud
~ Ness
~ Captain Falcon
~ Yoshi
~ Donkey Kong
~ Peach
~ Kirby
~ Bowser
~ Ice Climbers
~ Samus
~ Jigglypuff
~ Luigi
~ Roy
~ Marth
~ Falco
~ Dr. Mario
~ Ganondorf
~ Young Link
~ Mewtwo
~ Pichu
~ Mr. Game and Watch
5. Levels
6. Modes of Play
7. Items
8. Secrets
9. Event Mode
10. Bonus List
11. Trophies
12. Pokemon in Pokeballs
13. Advanced Techniques
13. Thanks
14. Legalities
***Also, there is an incredible graphical version of this FAQ here:
http://mizar66.netfirms.com/ssbmguide/index.html
***Here's the official Nintendo website:
http://www.supersmashbrosmelee.com
***And here's the Message Board that spawned this FAQ!
http://pub70.ezboard.com/bnintendorks55364
----------------------------------------------------------------------
1. GENERAL OVERVIEW
Super Smash Bros. Melee came out on December 3rd, 2001, a sequel
to one of the best and most unique 2-D fighters (or any-d fighters, for
that matter) to have ever been made. Available only for the Nintendo
GameCube, SSB:Melee pits Nintendo's most beloved mascots from their
flagship titles against each other in chaotic fighting matches. The
original game, Super Smash Bros, went on to sell 5 million plus
cartridges with only 12 fighters and a handful of arenas. Melee builds
on and improves what Super Smash Bros. didn't do, which at first glance
doesn't seem like a lot. This FAQ will guide you through each
character, with all of their moves explained, how to unlock them, their
strengths and weaknesses, and some general tips for use. The levels
will be explained, as will items, this FAQ will also list tips for all
the modes, and hopefully a complete list of all of those pesky
trophies. So read on, intrepid gamers! Have fun! And go to the website
read by the guys who made this FAQ!
http://www.nintendorks.com
----------------------------------------------------------------------
2. WHAT'S GOING ON?
One could call Smash Bros a fighting game but also a platformer as
well. It's basically a combination of the two. If you played the
original on the N64, then most of the gameplay is unchanged and you
should be able to jump right in. If this is your first time playing
Smash Bros, then you'll have to get used to the differences from other
fighting games.
Although the characters have punches, kicks, and unique special
moves, the strategy is totally different from other fighting games.
Most of the stages are floating in the air, and the object of the game
is not to deplete the opponent's energy, but to knock them off the
stage. This is easier said than done, because all characters have an
air jump, and most characters have a special move that helps them come
back. Instead of energy, every character has a percentage. The more
you're hit, the more your percentage goes up. If you're hit with a
strong attack, such as Smash attacks, you'll go flying. How far you fly
depends on how high your damage is. If you get knocked so far that your
double jump and comeback move aren't enough to get you back to the
stage, you get knocked out.
Every character has basic attacks used with the A button. You can
push A button for a regular attack, as well as tilting the control
stick up and down to indicate the direction of the attack. In addition
to regular attacks, you can do "Smash Attacks", which are vital to
winning. To do a smash attack, you tilt the control stick in a
direction at the same time as pushing the A button. You can do a smash
attack to the side or downward, which will knock your opponent
horizontally, or an upwards smash attack which will send them sky high
(you can also knock out the opponent by knocking them really high).
Of course, every character also has special moves that are unique to
them. These are executed with the B button. Depending on the direction
you tilt the control stick (neutral, sideways, up or down) you'll
perform one of four different special moves. For most characters, up
and B is an attack that can send you horizontally or upwards, helpful
in getting back to the stage.
Besides attacking, jumping is a necessity in this game, as many
attacks differ between using them on the ground or in the air. You'll
also need to jump in order to execute combos or get away, as well as
coming back to the stage. Each character has a jump, and at least one
other jump they can do in the air (characters like Kirby can jump up to
6 times, since they can float). To jump, you can either tilt the
control stick up, or use the X and Y buttons.
Other strategies include dodging, shielding, and throwing. If you
are near an opponent, you can press Z (or R and A at the same time) and
grab him. Pressing Z while holding an opponent will do damage to him.
If you do this too much the opponent can break free, so use this
sparingly. Otherwise, tilting the control stick different directions
will result in throwing your opponent. Throws are weaker than smash
attacks and probably will not KO your opponent, but they do damage and
can be used to start out combos. Press R or L to activate your shield.
This will block attacks (but not throws), but don't use it too much,
because while you use it, it gets smaller, and if it disappears, it
breaks and you get stunned. How far you press in the button depends on
the strength of the shield. If you press the button in a lot, the
shield will be small, but very strong. If you press it in a bit, the
shield will be large but very weak. Most attacks only need a shield
press of medium, to block. Tilting the control stick left or right
while having your shield up will cause you to roll. This is helpful to
evade opponents, and is essential against skillful players.
There are some other techniques too. By pressing R or L in the
air, you'll do an air dodge, which will make you temporarily
invulnerable in the air. You can only do it once until you touch the
ground again. By pressing Z or A when an item is thrown at you, you can
catch the item, but it takes precise timing. Speaking of items, when
you see one, press A to pick it up. If it's a weapon, press A to use
it. Once you're done using it, press Z to drop it or throw it. If it's
a throwing item, then just press A to throw it. Also, if you put up
your shield at the exact moment a projectile attack hits you, you can
deflect it.
Finally, to taunt, press up on the D-pad. It's not necessary but
it's great to do after knocking out your opponent, just for fun.
----------------------------------------------------------------------
3. CONTROLLER EXPLANATION
Control Stick - Move the character
X - Jump
Y - Jump
A - Standard attacks
A + Control Stick - Different standard attacks
B - Special moves
B + Control Stick - Different special moves
L - Defensive shield (can be used with control stick to move around)
R - Defensive shield (can be used with control stick to move around)
L + A - Grab and throw (can be used with control stick to control
direction of throw)
R + A - Grab and throw (can be used with control stick to control
direction of throw)
Z - Grab and throw (can be used with control stick to control direction
of throw)
Control Pad - Taunt (any direction taunts)
C Stick + Direction - Performs the smash move for that direction.
(Cannot be held to charge up the attack, only can be used in melee
battles)
----------------------------------------------------------------------
4. CHARACTERS
***************
**** MARIO ****
***************
---BACKGROUND---
Every video game needs a hero, but none are as well known, nor can
claim to be as well beloved as that endearing, pasta loving plumber
Mario. Ever since his emergence from the sketch pad of Shigeru Miyamoto
all those years ago, Mario has been the driving force behind almost all
of Nintendo's most successful franchises. Stomping on turtles and
beating up goombas everywhere from dirty truck stop arcade coin-ops to
bad Fred Savage movies, Mario has become a true icon of American
culture.
Not far from his roots, Mario returns in true form, still beating the
heads of defenseless Yoshi's and tossing Koopa Kings in and out of the
arenas of Super Smash Bros. Melee for the Nintendo GameCube.
---GENERAL INFO---
From a design standpoint, Super Smash Bros. Melee is by and large the
house that Mario built. Arguably the most balanced character in the
game, that "more familiar than Mickey Mouse" plumber is certainly easy
enough for a beginner to pick up and control right from the get go.
However, as is the case with most of the Melee fighters, the more
advanced a Mario player becomes, the more hidden facets of the
Italian's fighting style are revealed; and therein lies Mario's true
beauty. A real, honest to goodness Mario expert, having taken the time
to master the art of "flying without really flying," can move in
seemingly effortless leaps from platform to platform, clearing the
screen with well timed hits and kicks that may or may not jar a few
golden coins from opponents caught off guard.
Playing as Mario in Melee, just as in his signature platformers we've
all come to know and love, is all about practice. Beginners may be
drawn to him for his namesake, and rightfully so, but his true staying
power in the arsenal of any hardened Smash Bros. veteran is in his lack
of any real weakness.
Classified as a Close Range fighter, Mario is powerful in close
quarters, striking with a decent amount of powerful punches and kicks,
along with an all new Meteor Smash technique. Though not a Lightweight
by any stretch of the imagination, Mario is fortunate to not be plagued
by the slow speed on the ground that would qualify him as one of the
Heavy Hitters. On the contrary, Mario is a relatively quick fighter
that, while not rivaling the raw speed of the your Foxes and Pikachus,
can still compete with some of the fastest players in the game.
---REGULAR ATTACKS---
Forward Smash
Pausing only for a moment to charge the attack, Mario flings his fist
toward his opponent in a small ball of fire that engulfs the unlucky
character. While not the most damaging smash move in the game when
taken solely at face value, Mario's Smash Attack has a secret. The
amount of damage dealt is directly proportionate to the distance away
Mario is from his opponent when beginning the Smash; optimal distance
is about two steps away from hostile characters. Once again, practice
is the key.
Down Smash
Pausing for another brief second, Mario twirls both of his legs in a
roundhouse sweep that hits opponents low on either side of him.
Knocking opponents horizontally, the sweep comes in handy when on more
cramped arenas, as it provides quite an easy way of delivering other
characters right off the edge, setting them up perfectly for a Forward
Smash to the edge of the screen. As well, if backed into a corner, the
sweep's relatively long range is useful in breaking down the quick,
repetitive attacks of Speedsters.
Up Smash
Mario performs a savage head butt, sending nearby characters in a
vertical arc that is quite useful as a combo finish when his opponent
has a relatively high percentage. Also, this move can be especially
useful when dealing with an opponent from above, as it can be used to
send some over eager combatants sky high with relative ease.
---SPECIAL ATTACKS---
B : Fireball
Mario's only projectile. While not particularly powerful, the fireball
can be severely damaging not so much to an opponent's hit percentage,
as to his ego. Following the tradition started by the first Super Mario
Bros., Mario's tried and true fireball flies forward and down, bouncing
off the ground several times before it fizzles out. At any time during
this flight, if the fireball comes into contact with an opponent, it
causes the assailed character to recoil, engulfed in a ball of fire
which stuns them for a brief second. Therein lies the key to the
fireball's strength. When used as a preemptive strike from across the
stage, the fireball can set off an opponent's timing, stunning them for
a moment, and even causing them to mistakenly commit suicide (if they
are sufficiently knocked off balance).
Another quite handy, if cheap, usage of the fireball is to nullify a
flailing character's "third jump" from enabling them to make it back
from being sent off the stage. If timed properly, the fireball can be
an extremely maddening sting that causes an already nearly finished foe
from having any chance of returning from a Smash Attack. As well, the
fireball can be quite useful in "stealing kills" from other characters
in a four-player match by simply "reaching out and touching" a falling
opponent on his way down.
B -> : Super Cape
A new addition to Mario's arsenal for Melee is the golden cape he used
to fly in Super Mario World. In Smash Bros. Melee, the cape is used as
a counter move. Perfect for reflecting projectiles, swords, and even
thrown items back at their point of origin, the cape also enables Mario
to twirl nearby opponents to face the opposite direction, causing
severe confusion in its wake.
Also, in the case of desperately trying to make it back to a stage's
edge, the cape can be invaluable as a kind of "two and a half jump"
that enables Mario an extra boost of horizontal movement just before he
employs his Super Jump Punch to try to cover the rest of the distance.
B ^ : Super Jump Punch
Probably one of Mario's most annoying moves from the original Smash
Bros., the Super Jump Punch has made the transition to Melee completely
intact. When properly pulled off, this move launches Mario in a forward
jumping punch that can trap one or more opponents for roughly a second,
knocking coins from them as they are suspended in the air. More
annoyance than anything else, this move can easily get you into a fist
fight with one of your buddies after several repetitions.
As it's not exactly the most damaging maneuver in Mario's arsenal, and
as it causes him to pause for a moment to return to the ground (leaving
him wide open for projectile counter attacks, or opportunistic ground
assailants), the Super Jump Punch should be reserved for only the
occasions when Mario needs to clear out opponents from above him,
leaving him safe to make a landing. Also, the Super Jump Punch is an
extremely useful third jump, launching Mario in a upward diagonal path
back toward the stage in the case of an accidental fall.
B V : Tornado
A close range maneuver for a close range fighter. The Tornado, when
timed correctly, can be a devastating end to an all out four player
brawl. The move causes Mario to spin in a circle with his fists flying,
sending all nearby opponents flying vertically, setting them up
perfectly for an Upward Smash. Beware, however, as this move can be
countered by an opponent's well placed kick. Use this move
conservatively.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Mario is a Close Range attacker, plain and simple. In the vast majority
of the battles he will face, that will be his advantage. However,
though Mario has his fists, they don't do him a whole heck of a lot of
good against a swordsman's cold steel. The good news: with the
exception of Marth and perhaps Young Link, none of the swordsmen can
compete with Mario's in air speed and agility. Mario's plethora of in
air kicks, along with a few quick, repetitive foot sweeps can easily
win the day against one of the Links. The trick is to stay out of the
reach of his sword, as its cold touch is extremely deadly, especially
in close. Hit and run is the order of the day. As well, mid air
Fireballs and Super Jump Punches may be just what are needed to throw
off the rock solid combos of the Fire Emblem brothers. Stay clear of
Marth and Roy's upward swings by always attacking from behind or below
them. The secret is to stay mobile.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Contrary to what may work against a Swordsman, when facing a Speedster,
Mario should stay grounded, especially when going in against the Pikas'
screen splitting thunderings. What is important in these kinds of
battles is to not allow Mario to lose his focus. Keep both Mario's feet
on the ground and rely on Fireballs to stop Captain Falcon and the Star
Fox Teams's attacks dead in their tracks, making only small hops over
your opponents' heads when called for. When the opportunity presents
itself (like right after a misplaced Falcon Punch) take advantage of
Mario's superior Close Range power to really lay into a Speedster.
Upward Smashes are especially useful when juggling these lighter
characters, and try small jumping kicks to keep them off guard, always
remembering to ground yourself before getting too close.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
As with every time one is matched strength for strength, this can be a
little awkward. Basically, all the techniques and tricks you've worked
up so far kind of go out the window when facing the more well rounded
characters like Dr. Mario and Luigi. But while the temptation is to
move in close and see just who is the better brawler, the truth is
learning to hone your projectiles is the real key to this victory. It
kind of goes without saying, but use the items around you to your
fullest advantage, especially against a Mario/Dr. Mario. Avoid direct
confrontation whenever possible, and try to wear them down with quick
kicks and punches. Certainly a healthy amount of
Smashes are in order, but don't get cocky. Time Mario's punches and
Tornadoes as well as you can, and try to take advantage of their soft
underbelly.
Yoshi and Game & Watch are a different story. Keep out of the reach of
Yoshi's tongue and try to toss Fireballs his way as often as possible.
Well placed jumping kicks to the head are a decent way of working past
the silly dinosaur. Just show him who's boss, and stay out from under
his butt stomp.
Long Range: (Ness, Samus, Mewtwo)
Fireballs are your friend, especially when dealing with a couple
hundred PK fires coming your way. But the way to really beat past these
relatively weak close combatants is to take the battle to them. Move in
close with constant Forward Smashes and dashing foot sweeps to keep
them off balance, and remember to limit your aerial time as Samus and
Ness can knock Mario silly if you let him fly too closely. The trick
here is to really lay into them hard and fast, without allowing your
Samuses and MewTwos to pull back and charge their cannons. Close the
distance quickly and get the job done before they know what hit them.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Most of the time Lightweights are no problem. Just remember to aim
Mario's Smashes and kick straight and true. Your best bet is to treat
these characters just like you would a Speedster.
Don't waste your time leaping to meet them in the air, but let these
puffballs and frilly girls come to you. For a nice change of pace, try
charging your Smash attacks for a great "homerun" visual. However, be
wary of Kirby's falling brick maneuver, Jiggly's sleep, Peach's hip
thrust, and Zelda's lighting quick "Nayru's Love" attack. They come
without warning and are surprisingly strong.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Heard the phrase about the quick and the dead? Never as true as it is
here. Mario may be strong in the close range, but he's met his match in
these characters' massive girth. All is not lost, however, as these
guys simply don't have anything on him as far as the air is concerned.
Use Mario's inherent agility and speed to win against these slowpokes,
striking with leaping kicks and as many fireballs as you can stomach.
Try to stay at least a character's width away from
Bowser and Donkey, as you'll need that extra space to make your jumps
worthwhile. Try to keep from being slapped out of the air by Donkey
Kong by moving in with low foot sweeps and a few well-placed throws.
One word of advice: make it a point to avoid the Super Jump Punch, as
it only takes one mistake to end up on the bad end of a Warlock Punch.
~Mario is playable from the start of the game.
***************
**** LINK *****
***************
---BACKGROUND---
Link was one of the best characters for some in the original Super
Smash Bros, and in the hands of a true master, became one of the most
lethal characters to play with. His only problem? His jumps were weak,
and if he was knocked away, it was very difficult to get back onto the
screen.
In Melee, the game designers have tweaked his jumps to give him some
more flying time, and they've added some new goodies. Playing as Link
involves many projectile/smash attack combos.
---GENERAL INFO---
Face it, most everyone plays as Link. You have to learn, if you want to
become a Link master, to use Link like a razor. With a combination of
rolls, smash attacks, and projectile hits, you can easily destroy any
and all opponents. You have the ultimate ace up your sleeve, however,
in the spin attack. It clears the stage, racks up a hell of a lot of
damage, and now wobbles a bit to cover more area. The spin attack will
be the one attack that will invariably annoy most of your opponents the
most. By really timing it right, and by setting up attackers, you can
become a legend just with one move.
---REGULAR ATTACKS---
Forward Smash
Link's sword comes out in a devastating blow, that if charged enough,
or if enough damage has been racked up on the target, will result in an
automatic KO. The best thing about this is that it doesn't really need
to be charged up much to do a lot of damage. If you connect with the
first hit, and then press A again, with correct timing, you'll pull off
another quick forward hit. This hit can sometimes make or break a
match, as Link will deal two impressive swipes.
Down Smash
Link will pull his sword out and swipe on either side of him. Great for
tripping the other characters up a bit, and is wonderful in conjunction
with the forward smash or sword spin attack, as the other players will
bounce a bit in the air and then come down right in front of you. If
you are in the air, down-a will pull out the sword and then place it
underneath you, turning you into a guided sword missile. Falling on
opponents this way is a very good way to clear the ground upon impact.
Be sure, however, that if you don't connect with opponents to push L or
R to quickly get the sword out of the ground after you fall.
Up Smash
The sword swipes three times straight above Link, and if charged, they
can really send an opponent flying. Also, the up-a attack can be used
to juggle opponents, I've been known to get three characters flying
around above me at the same time with it. It's also good to use with a
flying spin attack.
---SPECIAL ATTACKS---
B : Arrows
New to Melee, Link's Bow and Arrows are a fiendish and quick
projectile. By holding down B, you can pull back farther on the bow and
therefore fire farther with the arrow. It also does more damage, and a
good Link player can judge based on how far the arrow is pulled at
approximately how far it will fly. Real annoying Link players will sit
away from the fray and just pepper the competition with arrows until
they vulture in and let them have it.
B -> : Boomerang
Quicker, smaller, and slightly less powerful than the original
boomerang, this weapon makes a
grand resurgence, and is one of my favorite little projectiles. The
only problem is that if you've got it sailing out, you have to wait for
it to return or leave the screen before you can throw it again, but
aside from that, it's an easy way to do some fun damage.
B ^ : Sword Spin
One of the best moves in the game, period. In the air, it'll deal a
succession of hits and then the final blow, and on the ground it will
just send you sailing. A true Link master will use this without shame
for almost every other move. It clears space, it hits hard, and now it
wobbles in the air which allows you to hit more people. It also lifts
you higher.
B V : Bomb
Another favorite for Link fans, down B pulls out a slightly less
powerful version of the Bob-Omb. It doesn't travel, and it definitely
won't blow you to kingdom come, but it will do some fun damage if
thrown correctly. A great place to throw it is in the middle of a
tussle between the competitors, and a fun combo involves pulling one
out in midair (most of the b moves are best performed while doing
something else, because they aren't the quickest moves to initially
pull off) and then throw it downward on top of an enemy, then come down
quickly with the down-a move.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Well, unless you have a longer sword than the opponent, attacking head
on is not the greatest idea. Link's sword will trump Young Links, but
Marth and Roy have better power and longer swords. BUT, they don't have
projectiles. If up against Marth or Roy, stay away and then throw/shoot
projectiles, then hit them and run away again. Link on Link is just a
matter of finding if they are a head on attacker, or a projectile
attacker and then utilizing their weakness.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Stay away from speedsters, as they are the mortal enemies of Link. The
only good thing about some of them, like Pikachu and Pichu, is that
they can be tossed around easily, and so when you do manage to strike a
blow, strike hard. The best thing is to learn the roll button and then
perform smash moves after the roll. Dodge those Falcon punches and try
and get away from the kicks and laser fire from the StarFox boys.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys aren't that difficult if you remember exactly how far away
your sword spin can hit, and if you utilize your projectiles as well as
possible. Keep THEM away from you, and when they do get close, block
their hits and then whomp on them with the sword from far away. Oh, and
keep Yoshi a little farther because entrapping you in an egg is one of
the worst situations you can be in.
Long Range: (Ness, Samus, Mewtwo)
Ok. Now, all of these three can be very difficult to score hits on,
because they all have an ability to get away from you quickly, and
Samus has the killer third jump...but Link is a pretty good long range
fighter himself, and when it comes down to it, you have THREE different
courses of projectile action. Use them to make them come from their
shelter and attack like a man, and then beat them with the sword. Also,
Link's shield acts as a shield without pulling up your main R/L bubble
shield. Just stand there and you can take fully powered blast shots and
the like just by the shield Link holds in front of him.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Ok, quite simply, if you are up against these four, the sword spin and
smash attacks are essential. After a moderate amount of damage, they
will disappear. Edge guard to your hearts content, and charge smash
them to kingdom come. Watch out for Peach's butt slam, because it's a
doozy, but if you keep a finger on the shield, they won't be a problem.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These guys are a bit tough to work up to a level where they will fly,
so you need to concentrate on one of them, ignore the others (or if
it's a team battle, have your partner draw fire away) and then just
keep pounding them towards an open edge. Then, when they are off the
edge, guard it, don't let them back up, and hurl projectiles there way.
The sword spin works very nicely in this area, as they are huge and
won't be able to dodge. Link, however, can dodge.
~Link is playable from the start of the game.
***************
*****ZELDA*****
***************
---BACKGROUND---
While Princess Zelda has been a staple character in the "Legend of
Zelda" series (It's named after her for crying out loud!), her role in
SSB:M is her first ever as a playable character (Well, except for those
stupid CD-i games, but they don't count). Her alter-ego, Sheik, on the
other hand, has only ever appeared in one other game: "The Legend of
Zelda: Ocarina of Time", more commonly referred to as Zelda 64. Players
never learned the true identity of Sheik, the supposed last Sheikah,
until the finale of the game, where "he" revealed himself to be Zelda
in disguise, and also the seventh sage.
---GENERAL INFO---
A few of the characters in SSB:M have traits that completely alter the
way you use them, sometimes giving them an edge, but also working as an
Achilles heel. There's the twin Ice Climbers, whom you control two of,
and there's Kirby, who can copy the "B" moves of opponents. However,
Zelda is the most unique character of all. Why? Because she's not one
character, but two. You start a fight as the princess, who is a bit
slow-moving but has some powerful magical attacks, and with the push of
a button coupled with a flick of the control stick, you transform into
Sheik, a completely different character armed with ninja-like moves and
incredible speed. Both are extremely potent characters, and both have
excellent "A" button attacks. You must learn to balance the two if you
want to become a Zelda master.
---REGULAR ATTACKS---
Forward Smash
Zelda: Zelda's got a pretty damn powerful smash. Pulling off the move
causes her to charge up, then zap anyone in front of her. It's sure to
KO anyone with a high damage total.
Sheik: When you pull off Sheik's smash, you unleash a powerful double
kick. The first racks up that damage a bit, and the second sends them
flying. It's a great move because it's quick. One of Sheik's better
finishers.
Down Smash
Zelda: Zelda's down smash is surprisingly poor. Zelda charges up, then
twirls around on one foot with the other foot sticking out. It'll hit
your opponents, but it won't send them flying anywhere. Nayru's Love
can do the same thing, but better.
Sheik: This is one of the cooler looking tricks in the game. Sheik will
charge up and do a helicopter kick while standing on her head. It's
slightly less powerful than the forward smash, but it racks up damage
on both sides, making it a superb clearout move.
Up Smash
Zelda: Zelda's best moves are perhaps her upward hits. Zelda will wave
her hand in the air, casting a short-range spell. If your opponent is
hit, they'll be zapped and blasted upwards. This can easily finish off
your enemies, resulting in a star KO. It's also great for juggling.
Sheik: When the upward smash is performed, Sheik charges up, then
raises her arms while ducking down, smacking nearby characters straight
up. Use this in conjunction with the midair upward smash, a powerful
upward drill kick. Sheik is a formidable juggler when this is done
---SPECIAL ATTACKS---
B : Nayru's Love (Zelda)
When you use this, a blue crystal forms around Zelda, defending her for
a moment. This move has two uses: the first, and most obvious one, is
to reflect projectiles. Unlike Fox's reflector, though, it can't be
held in place for a time, making timing crucial. If you time it right,
however, your opponent's shot will bounce right back at them. Handy,
but difficult to use.
The second use for Nayru's love is as an offensive weapon. When the
crystal disappears, it shatters into smaller crystals which spin
around, hitting adjacent characters repeatedly. It's not too powerful,
but it can free up some space when you're surrounded.
B : Needles (Sheik)
Pressing the "B" button results in Sheik releasing a tiny needle which
flies straight until it hits something. Holding the button results in
Sheik charging up for a more powerful shot with about 3 or 4 needles.
However, by tapping the "Z" button while Sheik is charging, you can
carry the needles around, much like Samus' charge shot, until you need
to use them. The needles are excellent for stopping a character
returning to the platform while in mid-jump. They fall, and you get the
kill, even if you didn't make the original hit. The attack is weak, but
it can knock enemies back at a crucial moment.
B -> : Din's Fire(Zelda)
This move is difficult to pull off, but it's good for a hit against a
distant character. By pressing "B" while tilting the control stick
forward, you release a ball of fire which flies along, gaining speed,
until you release "B". You can steer it up and down, as well. It's very
difficult to hit with, and you won't have many opportunities to use it,
but it can do a fair bit of damage when it hits. Keep practising, and
you're bound to get better at using it.
Your best opportunity to use Din's Fire is probably right at the
beginning of the match, when there is an opponent directly across from
you. Don't waste the chance!
B -> : Whip(Sheik)
This move is one of the more unwieldy moves in the game, but it's very
good for edge guarding. Sheik lashes forward with the whip, and then
holds it out, allowing you to use the control stick to wave it around.
You can score multiple hits on nearby enemies with it, and waving it
over the edge of a platform will stop most return moves, even powerful
ones like the Fire Fox. Like Din's Fire, it requires practice.
B ^ : Farore's Wind(Zelda)
This is one of the best return moves in the game. To use it, press up
and "B", then quickly tilt the control stick in the direction you want
to go. It can't go through solid walls, but it'll go through any "soft"
platform (platforms you can drop and jump through). If you're not
careful, you can suicide with this move, so if you're on a small stage,
make sure to never tilt directly sideways.
As a bonus, Farore's wind can hurt any character touching Zelda at the
time, ala Jigglypuff's "Rest" move. It's not as powerful, but I think
you'll agree that the teleport makes up for that.
B ^ : Teleport(Sheik)
Sheik's teleport operates identically to Zelda's, but there are at
least two differences: Number one, it doesn't go as far. Number two, it
leaves a small explosion behind. This is good for burning nearby
characters while you make your escape, and if you hurt somebody while
you're on your way back to the platform, hey, bonus! You don't have to
worry as much about suiciding with this one.
B V :Transform
Obviously, this is one of Zelda's most important attacks. Without it,
you'd be stuck as just one character. Simply press down and "B", and
with a tinny little fanfare Zelda players will recognize, POOF, you've
transformed! You'll want to transform into Sheik to work up opponents'
percentages, and turn back into Zelda to finish them off with a
powerful throw. Of course, there are always exceptions, depending on
who you're fighting. Balancing the two characters is key.
NOTE: You can use this move right before a match starts, as well. Just
hold A while the fight is loading, and you'll start the match as Sheik
instead. It saves you a bit of time if you know you're going to need
Sheik first.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
The best way to handle these guys is to get them from behind.
Obviously, Sheik is ideal for this. Stick to the air and kick them in
the back, then use the Running+A dash repeatedly, back and forth. When
you rack up enough damage, it's time to get lucky. Transform into Zelda
and attempt to knock them out. When you see the opportunity, seize it,
and grab them for one of Zelda's extremely powerful throws. If the
damage is high enough, throw them upwards. If they don't hit the KO
Ceiling, they'll be at your mercy, for Zelda's upward attacks are her
strongest.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
When facing these guys, you'll never survive as Zelda. The answer
should then be simple: stick to Sheik, who is extremely fast. These
characters are weaker in the air, so juggle to your heart's content.
Use the upward drill kick to keep them helpless, then slam them with
Sheik's midair forward hit. They'll fly far if you've worked them over
enough.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
The strategy for these characters is simple- wear them down with Sheik,
and knock them out with Zelda. That's really all there is to it. Good
ways to get their damage percentage up are to catch them in juggling
combos, and whip them when they try to climb up onto the edges. Make
sure to keep some needles charged up as well. They can be handy if your
opponent gets knocked away early. When the time comes to finish them
with Zelda, simple trap them in a throw and use Din's Fire to keep them
at bay. These characters are average difficulty for Zelda.
Long Range: (Ness, Samus, Mewtwo)
These are quite possibly the easiest characters in the game to beat
with Zelda. They can't stand a chance once they're in the air- Mewtwo
especially. Just choose Zelda or Sheik, whichever you prefer, knock
your opponent into the air, and start juggling! You'll make short work
of them quickly.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These characters don't even necessitate a transformation. You can
simply stay as Zelda and blast them all over the arena. Sheik has no
trouble with them either, but Zelda's powerful attacks can easily win
you the fight. Lightweights are definitely some of the easiest
characters for Zelda to handle, except for the big exception: facing
another Zelda. You should treat her like a close-range fighter.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Contrary to what is true for lightweights, these characters are by far
the most difficult characters for Zelda to fight. Sheik can hardly make
a dent, and Zelda gets seriously damaged before she can hurt them. If
you're facing more than one person, let the other players do the work,
then try to swoop in for the kill. This works well in time battles,
where you can score your KOs on other, lighter characters. However,
you'll have to face these guys sooner or later, and that's when it's
time to use evasive tactics. Dodge like crazy, and try to get them into
vulnerable positions. It's not easy, but it's possible. Sheik is best
for dodging attacks, so lean towards using her more. Steer clear of
head-on confrontations. You can juggle DK and Ganondorf, but don't try
it with Bowser- his stomp move is too dangerous. However, you can use
that move against him: right after he lands, grab him and toss him.
~Zelda is playable from the start of the game.
***************
*** PIKACHU ***
***************
---BACKGROUND---
Arguably the most popular of the Pokemon, Pikachu broke into the United
States in September of 1998, when Pokemon Red and Blue were released
for the Nintendo Game Boy. This small electric rat excels at quick
moves and thunder attacks. In the Pokemon series of games, it can be
evolved into a Raichu using a Thunder Stone. Pikachus are semi-hard to
catch in the wild and run quickly. His game discography includes the
Pokemon series (Red, Blue, Yellow, Green, Gold, Silver, and Crystal),
Pokemon Pinball, Pokemon Puzzle League, Pokemon Stadium 1&2, Pokemon
Snap, and of course, the original Super Smash Brothers.
---GENERAL INFO---
Pikachu's trademark characteristic is its speed. As in the Game Boy
Games, Pikachu is one of the fastest Pokemon, and can run rings around
some of the larger characters. You should use its speed to your
advantage, performing hit-and-run attacks and occasionally clearing out
small scuffles between other players with your Thunder move (v+b).
Since Pikachu is faster than most other characters, it also excels at
reaching items before other players can get to them. Pikachu also has a
killer third jump, his quick attack (^+b); you can travel in two
directions with this move, plus it will do a small amount of damage to
any character you travel through. Another advantage is Pikachu's size -
he is small and hard to hit - couple that with his fast moves and you
have a very competent character.
---REGULAR ATTACKS---
Forward Smash
Pikachu rears up and projects a beam of pure electricity. This move can
hit multiple times, depending on how close the opponent is at the start
of the move. They will also be momentarily stunned once the attack is
over, opening them up for another attack, or a team attack. It does a
fair amount of damage - usually around 20 percent.
Down Smash
This move is called the electric flower, as it resembles a blossom of
blue energy. This is a decent clear out move for when you are
surrounded and unable to use Thunder - such as in the case of overhead
platforms. The recovery on this move is a little bit on the slow side,
though much faster than thunder - use this move to escape.
Up Smash
Pikachu performs the somersault kick - launching them up into the air
and opening up a juggle possibility, or the opportunity to hit them
with the devastating thunder attack.
---SPECIAL ATTACKS---
B : Thunder Jolt
This move makes Pikachu project an arc of electricity that bounces on
the ground of the stage, even wrapping around sheer angles. It's a good
move to distract an opponent or hit them from long range. In the air,
you'll release a small ball of energy that will expand into the arc
when it hits the ground or a platform.
B -> : Skull Smash
With a cry of Piiiiiii..... Pikachu charges up to release a flying
headbutt, which can do a great deal of damage when fully charged. Be
careful when using this on small platforms, as you can easily fly off
the stage. The longer you hold down this move, the farther you'll
travel.
B ^ : Quick Attack
One of the best comeback moves in the game, you can move very quickly
in any direction with this move, even damaging enemies you pass
through. If you tilt the control stick immediately after you start this
move, you can travel in two directions!
B v : Thunder
Pikachu calls down a massive bolt of lightning from the sky. An awesome
clear out move, and can be used to KO very effectively. Watch out
though, as it won't pass through platforms, and has a long recovery
time, leaving you open for an attack.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Don't go head to head, toe to toe with these guys. Use Pikachu's speed
to evade their attacks, and when they leave themselves open rush in for
a quick combo, then retreat. Against Link and Roy, you can usually roll
behind them for a throw before they know what's going on. Use more
caution with Roy and Young Link as they're a bit faster, but you still
out strip them in terms of speed. When you're running away, make sure
to grab items and throw them at your pursuers to slow them in their
tracks.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys are just as fast, if not faster than you, so don't take the
same strategy you would against slower characters. Evade until these
guys leave themselves open with some of their slower moves,
occasionally fighting in mid air - you should usually be able to get
the jump on an enemy that's not prepared for this, using Pikachu's
thunder drill (Forward Smash + Z in air). Grab items and bombard them,
and move in for the kill with your thunder. Force Pichu into electric
attacks that you block - it will bring up Pichu's damage!
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Don't let these guys get close in. Keep them away with your Thunder
Jolt moves, and grab items to throw at them. If they get close in, try
rolling behind them for the combo, or a throw. Make them wary of
getting to close with your Thunder, especially striking from above.
Long Range: (Ness, Samus, Mewtwo)
Pikachu's fast enough to dodge most of these guys long-range attacks,
so keep a cool head and use your mid air dodge to make them miss. Ness
leaves himself wide open with his Pk Thunder, so move in for the kill
once he misses you. These guys have respectable capabilities close in
though, so don't get too complacent.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Lightweights mostly rely on juggling, and Pikachu with his quick attack
can get away pretty easy. Their main weapon taken away, you should just
be able to move in and use your smash attacks to wear them down. Take
them out with a Thunder, and watch them fly. Use your mid - air thunder
jolt to keep them off the stage, especially Kirby and Jiggly.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Pikachu is basically impervious to these characters, unless the player
controlling them is a master. Pikachu runs circles around these guy's
heads until they're dizzy. Move in with fast attacks, then back off and
bombard these guys with items. Use a hit-and-run strategy with these
guys, and you shouldn't have a problem - just don't get too cocky, as
Pikachu is easily sent flying with one of their power moves.
~Pikachu is playable from the start of the game.
***********
*** FOX ***
***********
---BACKGROUND---
Fox McCloud is the furry hero of the Starfox games. Along with his
wingmen Peppy, Slippy, and Falco (also a playable character in SSB:M),
he protects the Lylat System from certain doom at the hands of the evil
Andross. He has had starring roles in the original Starfox for the
SNES, and Starfox 64. His next game is not the space shoot-em-up many
expected, but rather, Starfox Adventures, a Zelda-like adventure game
developed by Rareware, due sometime in 2002. Starfox adventures
(originally titled Dinosaur Planet) did not feature Fox McCloud at
first, but rather, a different fox named Sabre. However, Shigeru
Miyamoto was inspired by the game's action and adventure, and wanted it
to feature his beloved characters, so let it be written, so let it be
done. And it was.
---GENERAL INFO---
In SSB:M, Fox fits into the category of Speedster. He is blazingly
fast, but lacks a certain punch. However, persistent players will find
that Fox can easily rack up an opponent's damage a ton, making it
simple to KO an opponent effectively. Fox's hits are all generally of
the same power, but he can hit in many directions. Once you harness his
speed, you'll be a force to be reckoned with.
---REGULAR ATTACKS---
Forward Smash
This move unleashes a low kick that'll easily hit some of the pesky,
little fighters like Kirby or Pichu, who are harder to hit. It's got
good power behind it, but it does lack a certain *oomph*. It's actually
better when you don't charge it fully, because then you can work it
into your lighting quick kicking combos.
Down Smash
Fox's down smash causes him to do the splits, tripping up opponents on
both sides. It knocks enemies fairly far for a down smash, but it'll
only be a serious KO threat once your opponent's damage is fairly high.
Up Smash
This move has only one purpose: juggling. Fox will do a backwards
somersault kick that can knock opponent into the air OR effectively
keep them there. This is extremely effective against long range
characters.
---SPECIAL ATTACKS---
B : Blaster
This is best to use on a character with no reflector move, when you're
some distance away from them. It fires blazingly fast, and is great for
damage racking, but there's a problem: it won't make an enemy flinch.
If your foe is charging, running, or performing some such trick, firing
them with your blaster won't stop them. Still, it's an effective,
sneaky way of raising percentages, since human characters probably
won't even notice it, or will think they somehow dodged it.
B -> : Fox Illusion
The Fox Illusion is a much improved version of a dash+A move. Fox will
teleport forward a few paces, leaving behind faint images of himself
(that's just for show). In doing so, he will knock his opponent into
the air, leaving them open to some upward attacks.
B ^ : Firefox
The Firefox is one of the moves that was entirely made up for SSB,
since Fox never really had any moves in his games, other than his
Blaster in multiplayer. This move sets Fox charging up, then shooting
through the air in a burst of flame. It's an excellent return move, and
can be used in any direction (tilt the control stick once Fox starts
charging). Only extremely good timing will stop this move.
B v : Reflector
This move is simple: hold down+B, and a shield will flash and spin
around Fox. If a projectile hits him during this time, it'll be sent
backwards in the opposite direction, hopefully hitting the person who
fired it. It can be hard to remember to use this move, but try hard to
get used to using it. You'll be glad you did.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These fighters can be tough, so play defensively and evasively. The
best place to hit a swordsman is from below, so try to do that when
possible. Work at them with your blaster from a distance, and try to
use hit and run attacks. Wait for a mistake, then capitalize on it.
Also, make sure to use your reflector on the various projectiles the
Links use. It will help you immensely.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
As soon as the fight begins, hit them with a dash move and don't give
them breathing room. They're going to try to do the same to you, but
instead of being cautious, go all out on them. If you can clear them
out first, you'll have the edge for the rest of the battle. Be sure to
hit A repeatedly to trap them in a web of kicks.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys are stronger than you, and nearly as fast, so be very
careful. For those that have and use projectiles, use your reflector
often. Get in the fray, but don't forget to get out for a moment while
you plan your next move. Try to burn multiple enemies with the Firefox,
and use your upward throw when they try to get close.
Long Range: (Ness, Samus, Mewtwo)
Reflect, reflect, reflect. A reflected charge shot or shadow ball will
catch your opponent off guard and blow them away, hopefully to kingdom
come. You can also elect to get right up close and hit them repeatedly,
as they won't be able to defend themselves very well. Long Ranges are
also extremely susceptible to juggling, so do not hesitate to do that
often. Just watch out for Mewtwo's psychic tricks and Ness's good
smashes.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Since lightweights rely on special moves, get to know what their moves
are, and how to dodge them. Keep a keen eye out for Nayru's Love, Peach
Bomber, Stone, Needle Storm, and Sing, and you will be able to avoid
those moves. Kirby WILL try to suck you up and use your blaster, but
you have the advantage of being able to reflect his blasts. Also, these
characters to leave themselves open to attacks after using certain
moves. That's when a throw is in order.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Depending on your skill, these guys will be impossibly hard or
pathetically easy to beat. At first, you'll find yourself prone to
their powerful charge attacks. However, if you learn to recognize these
moves, you can move out of harm's way and remain unscathed. Whittle
away at their defense with your blaster. They can do othing to stop you
except shield themselves. Then, when their damage percentages get VERY
high, KO them with a well-timed smash.
~Fox is playable from the start of the game.
***************
**** NESS *****
***************
---BACKGROUND---
Ness was a secret character in the original Smash Bros., and now he's
one of the starting characters in Melee. Ness has only appeared in one
game, not including the original N64 Super Smash Bros. That game is the
sequel to the Japanese game Mother, Mother 2. Mother 2 was released in
the US as Earthbound in 1995. Ness uses mostly psychic type attacks and
uses his handy-dandy baseball bat and yo-yo to whip the competition
into shape.
---GENERAL INFO---
Ness is a pretty powerful character, although he is a shell of his
former glory. He excels at both long range and short range attacks,
which makes him very good to use once you figure out the game. However,
don't even think of playing exclusively as him until you've mastered
his abilities, or else his power is wasted on your inability to
successfully play as him. With patience and a lot of practice, Ness is
easily one of the best characters in the game.
---REGULAR ATTACKS---
Forward Smash
Ness whips out his baseball bat and hits a home run when you use his
forward smash attack. If you're close enough to the edge when you hit
another player, and that player has a relatively high percentage, you
can certainly kiss 'em goodbye.
Down Smash
The yo-yo of death comes into play here. Pressing down and A will make
Ness twirl his yo-yo underneath him in a quick, half-circular motion.
Though not very powerful, it does move from back to front, thus
damaging people on both sides. Not recommended for use if you intend to
do major damage.
Up Smash
Exactly like Ness' down and A move, only above him. The yo-yo's lack of
power is quickly remedied, however, if you use his other up A attacks,
which are more powerful and can send a player flying.
---SPECIAL ATTACKS---
B : PK Flash
Press and hold the B button, and a green ball of psychic energy will
come out of Ness' head. Once it comes out, you can maneuver it wherever
you wish for it to go, but only for a short time.
It also moves very slowly. If you would like for it to be more
powerful, just hold down the B button. Very good when players are
rushing toward you and you have enough time to pull it off and blow
them off into space. Also fun to use on large clusters of players.
B -> : PK Fire
Ness' second psychic attack is a short range projectile attack that can
damage the enemy multiple times, though it doesn't cause too much
damage. Helpful when someone is trying to jump back to the level and
you don't want them to. Good when you feel like being bastard and
annoying people.
B ^ : PK Thunder
One of my personal favorite moves, if only for it's excellent ability
to blow people away. While some may detest that it's an unnecessarily
hard to pull off triple jump, when perfected, it can pretty much bring
you back from the dead. Just manuever the thunder bolt underneath Ness'
body and hit him in whatever direction you would like to travel. Not
very useful in narrow pits, like in between buildings and such. If you
need to use your triple jump there, you're pretty much dead. Now, if
you wish to blow people away, like me, just use it while standing on
flat ground near other players and fire yourself into them. Trust me,
it's fun and it works. Finally, you can just fire it off and make it
hit someone doing about 8% damage, but where's the fun in that?
B V : PSI Magnet
This move isn't particularly useful, though it can be helpful
sometimes. Use it before getting hit with a projectile like Fox's laser
and your percent will go down a little.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Ness' projectile attacks are very effective against the swordsmen, as
long as you don't get too close. His PSI Magnet move is totally
ineffective against these characters, so don't even try it (well, maybe
Link's arrows and boomerang will succumb to it). PK Flash works well
against them, as does the many different ways to use PK Thunder. PK
Fire is helpful when the swordsmen is getting too close for comfort.
Just fire it off and they will be incapacitated for a second, and you
can make your getaway.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
As Ness is a slow mover at times, these characters can seriously get on
your nerves. Just remember to stay on your toes (roll a lot, jump at
the sight of them charging you, etc.) and you'll do just fine. Also,
these characters are easy to grab and throw, which can be used to your
advantage, since Ness has a very good throw move.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Short range characters generally don't have too many projectile
attacks, so you can sit back and fire away at them. However, if you
must go up close, frequent dodging and repetitive strikes will get you
out of the situation. Keep them away from you, and you'll do fine.
Long Range: (Ness, Samus, Mewtwo)
Very similar to the close range bunch, but different enough to warrant
new caution. Remember that these guys have different projectiles to
knock you away, and you do too. Staying back may not be the best idea
at times, as they can easily hit you with a projectile while you sit
there and try to maneuver the PK Thunder or whatever you happen to be
doing. Stay on your toes, and don't get stuck in one place for too
long.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Combos are these character's specialty, so be careful. They may go
flying when you hit them with your bat, but they can still beat you up
when you get too close and fall into their web of combos. Throws are
effective against these characters, but they all have an excellent
return ability, so guard the edge and smash attack them off the screen.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Probably the easiest out of the group to beat for Ness, as they are
slow and don't have projectile attacks. Ness can stand in one area and
fire off his attacks at them, and still have enough time to make a
getaway if they get too close. Also, if you choose to go short range on
them, you should be fine. While they are very strong, Ness isn't
exactly a character who is thrown around easily. That doesn't mean you
can just waltz up to them and not expect to be KO'd, but don't think
they will win as quickly as you may think.
~Ness is playable from the start of the game.
**********************
*** Captain Falcon ***
**********************
---BACKGROUND---
Captain Falcon's main claim to fame is that he is one of the all-time
greatest F-Zero racers. But since he has a decent amount of time to
kill during the off season, he's been known to do a little bounty
hunting from time to time. But whether he's roaming the cosmos, racing,
or fighting in the ring, he consitently does one thing: kicks ass.
---GENERAL INFO---
Captain Falcon's biggest advantage is his speed. Except for his
devastating Falcon punch (more on that later), all his attacks are
launched very quickly, most do a good deal of damage, and they tend to
have good reach due to Falcon's height. The disadvantages are the
unusual nature of some oh his attacks, and his lack of projectiles. It
takes a while to get used to the way Falcon moves when he attacks, as
well as the fact that to hit someone you have to be within an arm's (or
leg's) reach of them.
---REGULAR ATTACKS---
Forward Smash
Falcon slams the opponent with a powerful elbow strike. This move
becomes quite powerful when charged, and does decent damage even when
it's not. It also launches the opponent at an almost perfect 45-degree
arc for maximum distance.
Down Smash
This is not a great move. Falcon kicks his foot forward and then
backwards. Poor range, only fair power, and poor distance make this
move only good for a quick diversion attack.
Up Smash
This is one of Falcon's unusual attacks. He does a double kick at about
a 60-degree angle to the ground, generally sending an opponent flying a
good distance upwards and setting up for a Falcon Dive. The unusual
part of this move is the attack box. While most up smashes have the
attack box directly in front of the character, Falcon's is in front of
and above him (a couple feet in front of his face, about). Like the
other up smashes though, this will generally send your opponent
upwards.
---SPECIAL ATTACKS---
B: Falcon Punch
This is one of the most powerful moves in the game. Falcon winds up,
yells, and lets loose a devastating fire punch that can knock out just
about anyone above 50% damage. The disadvantages are the windup time,
and the obviousness of what's coming. Use this attack when landing a
jump or if your opponent is attempting to come back, as almost no
physical attack can stop it. It's not too difficult to get off once you
get good. After a bit of practice, you should find yourself landing
them fairly regularly.
B -> Raptor Boost
Falcon's new move for Melee. He quickly runs across the screen and
uppercuts the opponent, sending them into the air and doing a good bit
of damage. The advantages of this move are the fact that it can attack
someone a good distance away from Falcon, as well as the damage it
does. It may not be possible to finish someone with this move, but it
does build their damage. It's also tough to stop as by the time they
see it coming it's usually too late. This move can be used a horizontal
recovery, and when used in the air will hit opponents down.
B ^: Falcon Dive
Another of Falcon's unusual moves. Falcon leaps into the air, does a
flip, and lands. While this doesn't appear to do anything at first, any
opponent in Falcon's path during the upwards portion of the move is
grabbed, and treated to an explosive hit that sends him flying. This
attack can be used as a vertical recovery.
B V: Falcon Kick
This move sends Falcon flying across the stage, burning up everything
in his path with this firey attack. Not great damage or distance, but
excellent reach on the ground. It also is highly effective as a dive-
bomb attack from the air, once you get the range down. Again, a bit odd
and difficult to use, but worth it once you learn the ropes.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
They have superior reach, and in some cases power, but you're a lot
faster, and the Falcon Kick and Raptor boost make up the range thing.
Neither Marth nor Roy has any projectiles, and good usage of Falcon's
jumps, quick smashes, and special moves lets you beat them pretty
easily. Similar story with the Links, but watch for the strong attacks
and dodge the projectiles. Whatever you do, DON'T use the Falcon punch
unless their shield is broken or you hit them with a freezie. You're
left open way too long, and the swordsmen WILL slice and dice you.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Lots of Falcon Kicks, Raptor Boosts, and strong attacks here. Falcon is
the mots powerful overall of all the speedsters, and you should be able
to beat on them until you can lock on a smash attack. Again, don't
bother with the Falcon punch. They'll definetely get away. Since many
speedsters like to jump, well-timed Falcon Dives are an excellent way
to finish them off.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
This is where it starts to get fun. These guys generally aren't quick
enough to escape a Falcon punch if they've been stunned, and they won't
be able to escape a well-executed Falcon Kick, espescially from the
air. Your up and forward smashes will come in handy against these guys,
as will your down strong attack. All in all, not too tough.
Long Range: (Ness, Samus, Mewtwo)
Falcon moves easily, so move in with your speedy dashes and start in
with the Falcon Kicks, smashes, Raptor Boosts, and Falcon Dives. You
may be able to stun them enough for a Falcon punch, but don't bet on
it. Just keep beating them until you can finish them off with a Dive or
a smash.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These guys are maybe the only ones stranger than Falcon. Keep the
Falcon Kicks, Raptor Boosts, and strong attacks going nonstop, pausing
only for the occasional smash to finish them off. Most of them need to
be close to do any real damage, so just don't let them move in. Watch
for Peach's Hip Slam, as it's as deadly as the Raptor Boost.
Heavy Hitters: (Donkey Kong, Bowser, Gannondorf)
Donkey Kong and Bowser pose no real threat to you, as they're generally
too slow to do anything about your barrage of attacks. Since they're
big targets, aeriel Falcon Kicks are good here, and they aren't fast
enough to avoid Falcon Punches. It should be noted that Gannondorf is
Falcon's clone, and his Wizard Kick and Gerudo Dragon are as far-
reaching and almost as fast as Falcon's versions of the attacks, so be
on the lookout. You can dodge his Warlock punch no problem, and the
Warlock dive can be avoided by staying out of the air above him.
~Captain Falcon is available at the start.
*************
*** Yoshi ***
*************
---BACKGROUND---
Yoshi was first featured in a game called Super Mario World for the
Super Nintendo. Yoshi would appear out of egg blocks and be Mario's
trusty servant. Although he was featured in Super Mario World he never
got a star role until Super Mario Brothers 2: Yoshi's Island. In
Yoshi's Island as Yoshi you had to protect Baby Mario from Baby Bowser.
There was also a sequel for the Nintendo 64 called Yoshi's Story. He
has also been in Mario Party 1-3, all 3 Mario Karts, Mario Tennis (both
versions the N64 one and the Virtual Boy one), Mario Golf (the N64
version and the Gameboy Color version) and of course Super Smash
Brothers. In the original it was not only amusing to beat up Mario with
him but was also good for juggling and repeated hits.
---GENERAL INFO---
Yoshi is considered by many to be useless, don't believe them. Yoshi
can string together incredible combos. For example you start off with
his down+B move hitting the enemy into the air then shoot an egg at
them and use your up-smash to hit them and your forward smash to finish
them off. It's quite a good combo. He also has his awesome egg move
which when used in the hands of a master can be the most annoying thing
ever. However, the egg move comes at a price since it can't be used as
a third jump Yoshi frequently ends up committing suicide. If you know
what you're doing then you can easily avoid that. Yoshi has good smash
attacks as well. The rest of Yoshi's abilities are decent as well
making him a well-rounded fighter.
---REGULAR ATTACKS---
Forward Smash
Using this attack Yoshi slams the enemy forward with a headbutt. It's a
very powerful attack that you should make a note of using often. It
propels the enemy great distances and is a great finishing touch to any
combo. After juggling the enemy until their percentage is high then
finishing off with this move can be deadly. Once you decided that you
want to stop juggling and start knocking off use this move.
Up Smash
Yoshi's up+smash move is one of my favorites. Using this attack Yoshi
headbutts the air sending the enemy flying up the screen. It's the best
combo starter from the ground and rack up a good bit of damage. Also if
your opponents health is high and you're nowhere near an edge use this
move to send the opponents off the top of the screen.
Down Smash
This attack doesn't do that much damage and barely sends the opponent
flying. Yet this is still a useful move. If you want to cheaply rack up
percentage you can do multiple hits with it, but that still isn't it's
best use. If you do this attack it'll send the opponent the perfect
height to be vertically smashed. This move is best used as a juggle
starter.
---SPECIAL ATTACKS---
B : Egg lay
This is by far Yoshi's most useless move. Using this move Yoshi sticks
out his tongue and craps the enemy out as an egg. This would seem like
a useful move at first but you'll soon discover it sucks. When you put
an enemy into an egg you can only fit 2 attacks in before they break
out. Yoshi's attacks are pretty fast and easy to hit them with anyway.
Yoshi also doesn't have a super strong move to hit them with either. It
can be used to instantly kill an enemy when on the edge of the stage
but that still is pretty crappy. When the egg is in the air the enemy
can move and most smart enemy will come back unless you did this move
on the very edge at which point it becomes totally impractical anyway.
B -> : Rumble Tumble Egg
This move puts Yoshi into an egg that you can control spinning around
like mad (I refer to it as the crazy egg move). This move is very
useful in large stages (like Hyrule temple) and can, with some
practice, also be useful in small stages. At first you'll probably end
up committing suicide a lot. Don't mark this move off as totally
useless yet though; with a bit of skill this move can became the crazy
egg of DEATH. Start off hitting them. If they go to a higher platform
then keep spinning back and forth until they come down. Now skilled
opponents will try to attack you. Requiring even more skill whenever
they attack you can dodge by quickly turning the other way. Now come
right back at them. IT may take skill but this move can be awesome.
B ^ : Egg Throw
The Up+B move was a favorite from the old game and is still kept in all
it's glory. Yoshi hurls eggs out that do significant damage when you
hit an enemy. You can control where you want the egg to go by tilting
the control stick when you throw the egg. This move has a wide variety
of uses. The most common one is to go on a lower section and keep
chucking eggs at enemies. With the exception of Ness no one can reach
you down there allowing you to repeatedly pelt them with eggs. Another
use is in a juggle. Since the egg move is quick it's the perfect move
to hit enemies in the air with. After you start off a combo keep them
up there with the eggs. The final use is the least common and the most
difficult to do. If you have an enemy that throws a lot then once they
walk up to you fire an eggs so it will hit the ground right in front of
you. Once the enemy picks you up he'll be hit with the egg. This
requires precise timing but it's not impossible; I use it frequently.
B V : Hip Drop
Ahh, the down+B move. Another great Yoshi move. If you use this move
from the ground, Yoshi will pound right in front of himself. This isn't
too useful except right when you start out. Sometimes an enemy will be
close enough at the beginning to hit right then. If you use this from
the air you'll slam yourself down. It's extremely useful. The best use
is when your coming back from the edge. Slam your edge guarding
opponent outta there! Whenever you find yourself in the air smash down
on an enemy. A skilled player can hit you while doing this however
(it'll still hurt them though) so it's best to do it just before you
get in their A attack reach. If anyone ever makes an attempt to juggle
you use this move to put them in their place.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These enemies when played by a human usually seem to be really sure of
themselves. Use this to your advantage. Go far away and pelt them with
eggs then run up to them and juggle like mad. These guys have some good
down+A aerial moves but those can easily be avoided. It's also good to
use the crazy egg move accompanied with dodging. Watch out for Marth
and Roy's Counter and be sure to pelt the Links with eggs from a lower
area.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Speedsters are a might harder for Yoshi - particularly Captain Falcon.
Fox and Falco have good up-smashes so be weary of the down+B move.
However they have weak aerial down+A's so be sure to juggle. Pikachu
and Pichu are best to just run up to and start smashing. However if you
have and edge guarding one then watch out for Thunder. The best
strategy is to grab onto the ledge and spin behind him and use your
forward-smash. Captain Falcon is one of the hardest opponents for
Yoshi. The best strategy is eggs, eggs and more eggs. Never use your
Down+B or it could be fatal and never run right up to him. Hit him with
an egg and then run up to him and hit him to the side and don't juggle
him.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys are the easiest to use eggs on. They're also great to combo.
For Dr. Mario, Luigi and Mario use your eggs and juggle, they also
aren't hard to use the down+B move on. The Ice Climbers are ideal to
use the crazy egg move on since it will seperate them quite easily.
Then use the classic strategy of killing Nana. Mr. Game and Watch is
pretty easy to juggle and is very light so use your smash attacks
often. He has very powerful smash attacks though so if you run up to
him be sure to dodge. Fighting another Yoshi use these strategies. If
he uses the forward+B attack a lot then use your down B to stop him. If
he uses the down+B move a lot then use eggs to stop him in the air. If
he's an egg master then dodge a lot and smash attack him. Just don't
juggle.
Long Range: (Ness, Samus, Mewtwo)
They should be too hard. With the exception of Ness's PK Thunder none
can hit you on a lower platform. Mewtwo should be juggled a lot since
his aerial attacks aren't that great. Ness should be egged a lot and
juggle frequently as well. Samus is another story. Try hitting her
towards the edge if the platform instead.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Yoshi's specialty. They are all masters of juggling so what do we do to
jugglers? Down+B! As an added bonus they're light so you should
probably smash them to the side instead of wasting time juggling them.
Then edge-guard and egg them. Zelda has some awesome finishing moves
that you should be weary of. The crazy egg move is good too since they
don't have any real stop-in-your-tracks moves. Don't juggle Kirby
though.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
They might cause a little trouble but not much. The only on you should
think of juggling is DK. The eggs are very useful so use them often.
It's best best to smash them and dodge their attacks since they're so
slow at the end you can just smash them using your headbutt. Ganondorf
is different however. The crazy egg move is probably the best strategy
against him.
~Yoshi is playable from the start of the game.
*********************
**** DONKEY KONG ****
*********************
---BACKGROUND---
Donkey Kong is actually Mario's first villain, and probably Miyamoto's
first true video game character, as Mario was just a man whose outfit
was chosen by technological limitations. In the original Donkey Kong
arcade, he steals Mario's (then just named "Jumpman") girlfriend
Pauline, and jumps on top of a construction site, throwing barrels down
at a pursuing Mario. There were a couple sequels for the arcade, and
they were all ported eventually to Atari and NES. Jump forward a decade
to 1994, when the Super Nintendo is in need of a game to compete with
the CD based systems coming out. Nintendo gives the Donkey Kong
franchise to Rare, and they make Donkey Kong Country, which sold a ton
of copies, jump started the SNES, and made DK a major Nintendo
franchise again. Since then, Donkey Kong has never appeared without his
stylish tie and attitude, and has joined in with Mario and the gang in
various sports.
---GENERAL INFO---
Donkey Kong's handicaps are obvious: he's slow, and he's a big target.
But, his attacks are powerful. You'll need to memorize the timing of
Donkey Kong's attacks, because a lot of them take a second or two to
execute. You'll also need to be a dodging maniac, since you can easily
get caught in a web of combos by the quicker characters. DK is a
defensive character, as he's not good for a quick hit and run. People
tend to think Donkey Kong sucks because he's slow, but DK can be a
devastating powerhouse in the right hands.
---REGULAR ATTACKS---
Forward Smash
DK claps his hands for a powerful smash attack. It has good range so it
makes a good edge guarding move. It's best to have a set up for this
move, such as DK's down throw.
Up Smash
DK's classic clap attack returns. Since a lot of stages have the
triangular platform formation, this works well to hit people standing
on the platforms from below. His up throw sets up for this nicely. DK's
dash attack is also a good set up for it, it's deceptively powerful.
Down Smash
DK slams his fists down on both sides. It's not as powerful as his
other smash attacks, so it's best used as a clear-out move that's
quicker than his Hand Slap move.
---SPECIAL ATTACKS---
B : Giant Punch
Pressing B will make DK shake his fist in place. Like Samus's charge-up
shot, you can dodge or press Z to pause, then move to another location
and continue charging. If you want to let it loose press B again,
otherwise wait until it's fully charged. When it's fully charged it has
a slight lag, as much as his forward smash, but it's a lot more
powerful, as you might imagine. Against the quicker, smaller characters
this'll be really hard to hit with, so you should probably reserve it
for your fellow heavy weights and just leave the forward smash to the
others. But if you happen to stun the opponent or have a team mate with
a stun move, you'll have a good opportunity to use it.
B -> : Head Butt
If the opponent is on the ground, this move will smash them into the
ground, temporarily paralyzing them. This will let you do damage to
them and they won't move. This move is a good set-up for the wind-up
punch, except that it'll just do the damage and won't knock them out of
the way. A more effective use is to pound them into ground and then to
the Ground Slap move. If you're quick you can cause about 45% damage.
If you do it in the air it doesn't do much, and it doesn't get you any
horizontal distance, so try to avoid using it.
B ^ : Spinning Kong
DK spins his arms around and floats in the air a bit. It could
essentially be a clear-out move, but it's not very powerful, and DK has
better clear-out moves, so you should probably only use this as a come-
back move. It won't get you good vertical distance though, so be very
careful in levels like Fourside.
B V : Hand Slap
DK's good ol' ground slap. You can keep doing this over and over and
really annoy your opponent. At low damage they won't fly high enough to
be able to recover so you can get in some quick damage that way. Other
than that, it won't do you much good in one-on-ones, so save it for
multiplayer matches, where you can run in and start slapping and send
everyone flying. It's also good for 1 player mode when up against teams
of characters, especially the wire frames.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These guys are tough, but brute strength can overpower fancy tools any
day. Just stay out of the air, these guys can juggle you like mad with
their swords, so stick to the ground and smash them. Use a lot of
throw-smash combos. Pretty much go all out against these guys.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
The speedsters are obviously some of your greatest enemies. They can
run circles around you while all your attacks pathetically miss. This
is where your clear-out moves like your down-smash and ground slap come
in handy. If they keep rolling around you, smash them up and then go in
for a powerful hit. In these situations you may want to take to the
air, since DK has some powerful meteor smashes, and these guys will
most likely try to juggle you from the ground, so surprise them with an
air attack.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
The close rangers aren't a huge threat, they're about an even match for
DK. They're not that fast, so try and work in your more powerful
attacks like the forward smash, throws, and maybe even the Wind-Up
punch. Basically it all depends on how they use their projectiles. DK
has no projectiles so of course he's going to do no good from far away.
You may want to play a little more aggressively with these guys.
Long Range: (Ness, Samus, Mewtwo)
Like the close rangers, go a bit aggressive on these guys, since
they'll most likely keep trying to run away. They're slower than the
previous groups so it should be a bit easier to get in some powerful
hits. Don't get cocky though, because they have some quick, powerful
attacks up their sleeve, and if you get in their face, they won't be
afraid to use them. Use lots of throws on these guys, it shouldn't be
too hard to get close enough.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Your success here heavily relies on the opponent's technique.
Jigglypuff can take you out with Rest right away, so keep smacking her
away with a combination of weak attacks and smash attacks and don't let
her get close. Peach and Zelda aren't as much of a threat, but they can
still be brutal. Don't underestimate their smashing power, especially
Zelda. Use a lot of the same techniques as with the speedsters: clear-
out moves + strong attack will do wonders. They have to get close to do
damage, and you have longer reach. Kirby will probably be pretty easy
to take care of, just don't be stupid and let him get you with his rock
move. And make sure he doesn't use your Giant Punch against you.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Donkey Kong versus Bowser is a pretty even match, with Bowser having
the advantage of a longer range with his fire breath but DK is slightly
faster. However, Ganondorf can be a problem. His smash attacks are the
same speed as yours, but his special attacks are a different story
(besides his Warlock Punch), and he's smaller. That doesn't make him
any more nimble though, so go all out with your strongest attacks. Use
lots of throw set-ups and go for a wind-up punch. You should probably
stay out of the air, since Bowser won't follow you up there, and
Ganondorf can easily knock you out of the sky with his Dark Dive move.
~Donkey Kong is playable from the start of the game.
***************
**** PEACH ****
***************
---BACKGROUND---
Professional damsel in distress, Princess Peach Toadstool spends most
of her days in the clutches of Bowser waiting to be rescued by Mario.
When not being captured, she breaks out of her female stereotype and
joins in games of sports such as tennis and golf, and joins in on some
RPG action. She is not to be confused with Mario Land's princess Daisy
and Donkey Kong's princess Pauline.
---GENERAL INFO---
Peach's main noticeable attribute is her unmatched return ability. She
can practically traverse the entire horizontal distance of Hyrule
Temple without touching the ground. Holding down the jump button on
either jump will let her float a la Super Mario Bros 2. Her comeback
move has her fly upwards and float even more with a parasol. Her double
jump makes her a very good evasive character, so if you're ever in a
tough situation you can just float away to safety. This jumping ability
of course means she's quite light, but not as light as the pipsqueaks
like Pichu and Jigglypuff. Because of this, use her agility and
offensive attacks, because you're not going to last long going on
defense. She also has the best victory taunts, such as "Oooh, did I
win?" and "This is fun!" Guaranteed to piss off the losers.
---REGULAR ATTACKS---
Forward Smash
Peach pulls out a random weapon based on past games and whacks the
opponent with it. It can either be a tennis raquet, which has good
horizontal distance, or a golf club, which hits the opponent high, or
her trademark fry pan, which does the most damage but doesn't send the
opponent flying as far. It's not very reliable as a finishing move, so
just use it to smack people around and build up damage.
Up Smash
Probably Peach's most effective smash attack, Peach thrusts her palms
up as if she were hitting a volley ball. It's best for starting out
juggling combos, and when charged it's even strong enough to finish off
opponents. Use this in combination with one of her air attacks to smack
the opponent far.
Down Smash
This is a unique smash attack in that it's multi-hitting, like many
characters' air down kicks. If the opponent is close enough, they'll be
trapped in a fury of kicks before being sent flying. Like the forward
smash, it's not very reliable as a finishing move, but great for combos
and building up damage. For best results, use it to hit someone against
a wall, and when they bounce off, do an upwards smash attack.
---SPECIAL ATTACKS---
B : Toad
Peach holds out Toad to protect her (he's a very dedicated servant).
This is used as a counter attack, although it only counters physical
attacks. He can absorb projectiles, but its best use is countering
smash attacks and dealing the damage back at the opponent. It takes
insane reflexes and timing, but it's thankfully a quick move. It's good
to use against those cheap people who like to be Roy and Marth and just
use their charge up B move repeatedly.
B -> : Hip Thrust
Peach jumps forward and thrusts her mighty hips, explosive results if
it comes in contact with another character. It's a powerful move and it
sends them flying too, but don't use it too much. It's slow, and once
the opponent grows accustomed to the timing they'll be able to avoid
it. It's best as an attack to use every once in a while to scare the
crap out of the opponent, since most people forget Peach has this move.
B ^ : Parasol
Peach flies up a bit and then opens her parasol and floats down slowly.
Anyone who touches the top is popped up and takes a bit of damage.
Great for ending combos or just catching the opponent off guard from
below, since it's much faster than jumping and attacking. Her slow fall
can be a problem for people who like throwing projectiles, so you can
press down on the control stick to make her fall faster, and then up
again to open it back up. Use this to fake out people trying to attack.
B V : Vegetable Toss
Peach pulls out a vegetable from the ground (she of course has to be on
the ground while doing this move), and A throws it (for better results,
use a smash throw). Like Link's bombs, they're weak and mainly designed
to annoy. Unlike Link's bombs, they don't explode in impact, so if you
miss, your opponent may be able to pick it up and throw it back at you.
The vegetables can also have different faces, which do different
damage. It doesn't make much of a difference except for the one with
closed eyes, that one's pretty powerful. Peach can also randomly pull
out a Mr. Saturn or even a bob-omb, though those are pretty rare.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
The swordsmen may think they have an edge on you, being that you don't
have a sword, but Peach has got long arms, so don't be afraid to go up
close. Don't just run into a charged smash attack or anything though.
If Roy and Marth decide to keep charging their B move, just keep
throwing vegetables at them and make them come to you and not be cheap.
Do the same to the Links if they're boomerang/arrow happy.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys can be trouble, because they love to do a bunch of combos up
close. Instead focus on smashing them from far away, and use a lot of
hit and run techniques. Float around and force them into the air, where
you have the advantage. Except watch out for Captain Falcon's dive and
the Pika's thunder.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys are a perfect match for Peach. Their smash attacks are
strong, but Peach's are faster, and she can get away if things get too
risky. Don't let down your guard though, because they can really give
you a work out if you're not careful. Juggle like a maniac and don't
let them combo on you.
Long Range: (Ness, Samus, Mewtwo)
Be careful of these guys, since they'll often use the same hit and run
techniques you do. If they go too far away, use your vegetables to
pummel them and lure them in. They're otherwise pretty slow at close
range in terms of smash attacks, so lure them in and smash them silly.
They have good air attacks though, so try to keep the fight on the
ground. Their combos rely on the air rather than the ground, and
they're strong too. Also, Toad is one of the best shields against the
long range fire from these characters. He's even better than a shield
as he doesn't really break, and he will repel most anything.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
They're not any stronger than you, so stay in close and fist fight
them. Smack them around with smash attacks and finish them with an air
attack, or an upwards smash if their percentage is high enough. Again,
don't let down your guard, because a bunch of weak hits can really add
up and your percentage will be in the hundreds before you know it.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These power houses are a threat if they land a hit on you, especially
their smash attacks. This is where your evade really comes in handy.
Hit and run a lot, don't try to juggle much since they're very heavy.
Just do a bunch of small close range combos then run away. Even if you
can roll around them, a good down smash attack can still send you away,
so try to be a good distance from them.
~Peach is playable from the start of the game.
***************
**** KIRBY ****
***************
---BACKGROUND---
Kirby has been in several games for several consoles, the most recent
being Kirby 64: The Crystal Shards, excluding the Smash Bros. series.
He is basically a little pink puffball who literally sucks. He has the
special ability to steal an enemies abilities by eating them. This
comes in very handy when you want to "give someone a taste of their own
medicine," so to speak.
---GENERAL INFO---
Kirby, classified as a lightweight, was one of the cheapest characters
in the original Smash Bros., but he's not as cheap in Melee. If being a
cheap piece of crap was your game, your in for some trouble. Kirby,
while still a good character, was toned down for Melee. His rock move
doesn't do as must damage. But, while his rock doesn't work as well,
Kirby has been equipped with a hammer. Kirby is a decent juggler, and
he is basically an all-around character. He is relatively fast, pretty
powerful, and has good jumping abilities. Be careful, though, he is
knocked off very easily.
---REGULAR ATTACKS---
Forward Smash
If you perform the smash correctly, Kirby will do a nice little jump
kick. If you push the control stick too far, Kirby will turn into a
ball of fire and blast across the screen. Both of these moves can be
useful, but the correct smash doesn't help you commit suicide as the
fireball does.
Be careful when you use this smash. If you are fighting against a heavy
hitter, they can just punch you right off the screen as you jump at
them. Don't attempt to smash a heavy hitter unless they are at VERY
high percentage. Swordsmen can also block you pretty easily, but it's
harder for them to knock you off with one hit.
Down Smash
When you perform a down smash, Kirby does a spinning kick, obviously
going downwards. This can rack up some damage points quickly, and is
great if they are already at a high percentage. Once you're done with
your series of kicks, the enemy often flies into the air, allowing you
to finish them with an up smash if they are at a high percentage.
Up Smash
Kirby does a kick that sends your opponent high into the air. Very
useful for a finishing move, as it sometimes sends your opponent
spinning as well as flying, allowing another smash if they don't quite
fall. This smash doesn't do very much damage, but it's fantastic for
the finish.
---SPECIAL ATTACKS---
B : Inhale
Kirby sucks. Literally. If he is close enough, Kirby will inhale your
opponent. If you are close to an edge, you can walk off to perform a
suicide while also killing your opponent. You can also spit the
opponent out, but that never really does much. But the main thing that
is done when you inhale an opponent is you can eat them and steal an
ability from them (see the Kirby Ability area). Careful, though, if you
taunt you lose this power.
B -> : Hammer
Kirby whips out a hammer and whacks an opponent with it, then puts it
away. The opponent has to be in close range for it to do much damage,
though. Beware, this hammer is nowhere near the power as the item you
can pick up, so use it wisely. If you hit B+-> while in the air, Kirby
will swing it around himself.
B ^ : Final Cutter
This is basically Kirby's save move. You get a lot of vertical
distance, but not much horizontal distance. This is alright because of
Kirby's flying abilities, though. This attack can also damage opponents
by hitting them up and slamming into the dirt.
B V : Rock Slam
Ah, the cheap move. Well, it was. This attack causes Kirby to turn into
a rock and fall downward. In the original Smash Bros., this rarely
missed and did so much damage it wasn't even funny. Now things are
different. This move doesn't hit the opponent as easily, for one. This
move can also be blocked easily. And last, but not least, this attack
doesn't do a much damage as it used to. So, in other words, you can't
win matches by only using this anymore. Use it wisely.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Be careful around these guys, especially Link and Marth. They are the
most powerful. Roy can also be a problem, but Young Link shouldn't give
you much trouble. Anyway, my strategy is to fly around them and drop
behind their back and give them a few hits, then get back into the air.
Once at high enough damage, rock slam away. Careful, these guys have
swords (duh), so they may be able to stop the rock.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
The only problem with these guys is that they are fast and all except
C.Falcon have projectiles. Dodge their projectiles and don't let their
speed overwhelm you. They're fast, but not very powerful. Just whomp up
on them and finish them with a smash.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
None of these guys are faster or more powerful than you are, so just
run up to them and start smacking. Close range enemies can't recover
from juggles very well, so can also just get them into the air and use
A+^ repeatedly to juggle them to high percentage, and smash them off.
Long Range: (Ness, Samus, Mewtwo)
DODGE. THE. PROJECTILES. I cannot stress this enough, especially
against Samus. She can stun you for a few seconds, then get over to you
as fast as lightning and smack you around. Be smart when fighting these
guys, they may be slower than you (with the exception of Samus), but
they can still smack you around. Be careful and dodge their projectiles
and you should be all right.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
They're not any stronger than you, faster than you, or better than you
(at least not the computers, don't think this when fighting humans,
though). Get up there and smack them around, juggle them, do whatever
it takes to get them at high percentage and then smash them away. Your
only problem should be when Zelda turns into Sheik, for Sheik is much
faster than you are, but the same strategy should work.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Here's where the real problems come. These guys can smack you off at
the snap of a finger, and are very difficult to knock off. Ganondorf
can easily stop your rock slam and use it against you. Beware.
Fortunately, most of the attacks that really do a lot of damage require
charging up. This means that you can charge them and unleash hell, but
when you see them charging an attack, run away quickly!
Copied From Appearance Move Damage
Ganondorf Ganondorf's hair and headgear Warlock Punch 30%
Cap. Falcon Falcon's helmet Falcon Punch 23%
D Kong DK's hair covers body Giant Punch 12-30%
Yoshi Yoshi's Head Cap Tongue 8%
Peach Crown Toad Counter*
Bowser Bowser's hair and horns Fire Breath 1% per hit
Luigi Luigi's cap Fireball 6%
Mario Mario's cap Fireball 6%
Dr. Mario Doctor headgear Megavitamin 8%
Young Link Link's Cap Fire Arrow 6-15%
Link Link's Cap Ice Arrow 4-18%
Zelda Turban Nayru's Love 12%**
Sheik Wrap with blonde locks of hair Needles 2% per needle
Samus Samus' helmet Charged Shot 2%-20%
Kirby No change -- --
Ice Climbers Parka Ice Blocks 5%
Ness Backwards baseball cap PK Flash 11-33%
Fox Fox's headgear and ears Blaster 2%
Falco Beak and head feathers Blaster 3%
Roy Roy's hair and headband Flare Blade 6-46%***
Marth Marth's hair and headband Shield Breaker 7-24%
Mr. G&W Body becomes black w/ white eyes Sausage Flip 4%
Mewtwo Mewtwo's tail and head prongs Shadow Ball 3-23%
Jigglypuff Jigglypuff's hair and ears Rollout 9%-14%
Pikachu Pikachu's head Cap Electric Shock 10%
Pichu Pichu's head Cap Electric Shock 10%****
*Damage depends on strength of the original move.
**Also a reflector.
***Causes 10% damage to Roy when fully charged.
****Cost 1% damage to use.
~Kirby is playable from the start of the game.
***************
*** BOWSER ****
***************
---BACKGROUND---
The first time video gamers met the villainous Bowser, King of the
Koopas, it was in Super Mario Bros, an 8-world NES game that addicted
both the young and the old. Bowser, from there, spawned a TV show (the
King Koopa Klub), a movie role (played by Dennis Hopper), many strange
children, endless cartoons, airships, castles, bizarre flying clown
heads, basically, he was the end-boss you loved to hate. Some say that
one day, he will kidnap the Princess and get away with it for once, but
still others say that there's no way, with Mario around. Mario Kart was
the first game to let us play as Bowser, but Super Mario RPG really
showed us what the big King Koopa could do.
In the original Super Smash Bros, he was noticeably missing, and
considering his fame, it was a shame that they didn't manage to work
him in in some way. Super Smash Bros Melee, however, gets it right. For
now, for the first time in history, can you truly get to beat the
Bowser; this time, he doesn't get any flying clown heads, or bridges
spanning lava, or arsenals of psychotic Koopalings, or even a magic
Kamek. But, in the spirit of the Koopa Klub, this is also Bowser's
first time to finally make Mario really pay. So, take charge, Bowser
fans! Fight the good fight!
---GENERAL INFO---
A new, non-clone character in SSB, treat Bowser like you did the old DK
-- power hits, a killer back throw and an Up+B clearing move. He has
high stamina and power but terrible speed and recovery. Bowser must
stay in close and time his attacks correctly. Edge guarding is also
good, because a smash near the edge usually kills.
---REGULAR ATTACKS---
Forward Smash
Bowser lunges with his shoulder. An excellent example of Bowser's, as
this will often kill if it isn't dodged. Try to sneak these hits in as
often as possible, but don't play Bowser as if he were a close range
fighter
Up Smash
Bowser knocks the opponent up into the air with his shell. Strong. As
it's a juggling move, it's easy to repeat it around 3 times in a row on
a fresh opponent to soften them up. Follow up on the second time with a
forward smash or a smash B.
Down Smash
Bowser ducks and spins and hits the opponent a few times, then sends
him upwards. Can also be pseudo-comboed after an Upward Smash if the
opponent doesn't recover. Regardless, follow with an air attack or a
Koopa Klaw.
---SPECIAL ATTACKS---
B : Fire Breath
Bowser breathes fire, much like a Fire Flower. It fizzles after a few
seconds. Excellent for keeping people from rushing you down and forcing
them to go to the air. Unfortunately, it wears out rather quickly, and
doesn't recharge fast. Quite a bonus for edge campers, though.
B -> : Koopa Klaw
Bowser slashes forward with a claw. If close enough he will grab the
opponent and take a bite, at which point you may tap any direction to
throw. The strength of the throw is comparable to the SSB throws of
yore, especially the backthrow.
If too far to grab Bowser will send the opponent flying upwards
instead. This throw is a second set of throws, which harks back to the
original SSB, because all of the directional throws of Bowser (all 8)
are strong.
B ^ : Whirling Fortress
Bowser tucks into his shell and spins around. Hits a few times; the
first hit is the strongest. Decent priority. Excellent for getting a
quick breather. It's not a Link sword spin, but when people are getting
too close, it's just as powerful.
B V : Bowser Bomb
Bowser performs his butt stomp from Super Mario 3. Can kill weenie
characters at reasonable damage (80%+) but has abysmal recovery; if you
hit a fresh opponent they can still hit you before you recover. Also
Bowser's main cause of self-destructs, as the arc at which he jumps is
hard to get right. Practice, as the saying goes, makes perfect.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
They out prioritize you, so combo a lot but otherwise stay the hell
away. None of these guys can get back up particularly well (good vert,
lousy horizontal), so Klaw-throw if possible.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Let them come to you and beat them mercilessly. They're soft and spongy
and about as tough as uncooked spam, so Smash when the opportunity
arises. Otherwise use regular attacks to keep them at bay.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys need to be close to do respectable damage, but they're
faster. Still, you can usually rack up damage proportionally faster
than they can. Also, breathe fire and make with the attacking of the
claws. Let them come to you, and then show them how graciously you'll
destroy them.
Long Range: (Ness, Samus, Mewtwo)
Oh dear Lord. Even if you get in close they can push you right out.
Fire Breath is now useless, so do what you can. Follow, juggle, and end
with a fat Smash attack. The good thing about the range attacks is that
you can block with your shield, and even then, your enormous weight
keeps you from flying. Use this to your advantage. Remember, the
quickest move in Bowser's arsenal is his Bowser Bomb.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Stay in close. They can't keep you out until you have substantial
damage. With Bowser's strength a good smash attack (or even a stomp) is
all you need. They're small, you're big, and unless they pull a David
vs. the Goliath, they aren't that difficult, so stay on the defensive.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Ganondorf is a problem, but at least DK sucks more than you. Treat them
like swordsmen and edge guard since they can't get back on easily
either. It's basically a battle of the weights, who can beat the other
up and throw them quicker. Bowser has excellent throws.
~Bowser is playable from the start of the game.
******************
** ICE CLIMBERS **
******************
---BACKGROUND---
When SSB:M was announced, people were overjoyed to see all of the old
characters return, and glad to see some additions that had been notably
absent in the original. However, there was one big surprise that came
at the end of the reel showing the characters: There they were! In the
flesh! Those two lovable Inuit dudes, the Ice Climbers! Nintendo has
definitely dug far back into their game archives to unearth these two,
and the Ice Climbers return in 128-bit glory.
For those who don't know, the Ice Climbers are from the classic two-
player NES game called (gasp) Ice Climber. Players bashed through
blocks and fought Topis and Polar Bears, climbing from level to
multicolored level in order to reach the top of the mountain. And when
they made it? They did it all over again! Like in many NES classics,
repetitive fun was the name of the game.
---GENERAL INFO---
The Ice Climbers return in SSB:M with style. Basically, you control
both. You move Popo, the blue Ice Climber, and Nana, the pink one, will
follow, and mimic you. Since there are several different colour
combinations (some of them putting Nana in the lead instead), it can
get confusing as to who you control. Just remember that no matter what,
your Climber will be wearing the bolder, brighter colour.
The Ice Climbers generally have very good jumping, but their third jump
separates them by sending them flying in different arcs, and if you're
too far away from Nana (or worse, she's been KO'd), well, the up+B move
is useless. If Nana is knocked too far away to get back on her own, it
can be well worth it to leap out to her and fling both Climbers safely
back to the platform, saving her without sacrifice. One good thing
about being separated is that Nana will fight tooth and nail to get
back to you. If a player is caught between the two, they should be
prepared for a smash attack from both sides.
It's possible for Nana to be KO'd when you play as the Ice Climbers, so
be careful. If you lose Nana, your attacks are only half as effective,
and your jumping goes from good to dismal.
The Ice Climbers have excellent smashing ability, seeing as there's two
of them. You can even make Nana smash while Popo is grabbing somebody.
They can also carry two items, and hit two people at once. Even if Popo
grabs a hammer that turns out to be fake, Nana can still fight, working
as handy insurance. However, by the same token, it's difficult to get
the full benefit of some items. Since items will only effect one
Climber at a time, you'll usually be left with only one invincible,
metal, or giant Ice Climber, while the other remains normal. Not only
that, but only one of them can grab a ledge at a time- whuh-oh!
---REGULAR ATTACKS---
Forward Smash
Nana and Popo hold their hammers over their heads, then smack them down
on an opponent. There's a slight delay between the two, meaning that
you can deliver a one-two punch. If you miss with Popo, you still might
hit with Nana. This attack is still a great smash when you are alone,
so don't hesitate to use it even when Nana is gone.
Down Smash
When you smash downwards, the Ice Climbers will hold their hammers near
their feet and spin a full 360 degrees. Nana starts the move a little
later, giving you the advantage of a double hit on both sides. Not bad
at all.
Up Smash
This move is pretty well the same as the forward smash, but they swing
their hammers upwards instead. It would be a great juggle starter, but
sadly, the Ice Climbers aren't the greatest jugglers. Still, it can
easily finish off a weakened opponent, and in team battle you may have
a friend who is a better juggler than you.
---SPECIAL ATTACKS---
B: Ice Shot
This is a simple attack. The Ice Climbers each create a little ice
block and smack it across the ground. It'll annoy enemies, and will
pick up a lot of speed heading down ramps. Unfortunately, it's pretty
well grounded. It can't cross gaps without falling, and it gets no
vertical distance whatsoever. However, it's still good when you stand
on a high perch and pelt ice blocks down at those below. If you're
lucky, this move can momentarily freeze opponents. The freezing seems
fairly random, though.
B -> : Squall Hammer
This is a good hit and run move. The Ice Climbers stand back to back,
holding their hammers out, and spin across the ground. You can enter
the fray, get a few hits in, and make your escape, all in one move.
It's handy for damage racking.
When you are separate from Nana, use this as your third jump. You can't
grab ledges, and you don't get much vertical distance, but you go
pretty far horizontally, and it's great compared to your pitiful up+B
hop without Nana.
B ^ : Belay
Without Nana, this is a pitiful hop. With her, it's the highest jump in
the game (however, Peach still holds the record horizontally). The Ice
Climbers will stretch out a cord between them, and fling each other
into the air. Popo is flung substantially higher than Nana, but Nana
also gains more than enough distance to get back. It's impossible to
get knocked too far away to save at least Popo, because you'd have to
be well past the KO wall. However, Nana and Popo have to be fairly
close together to use it, and it's not too precise.
Any character who is hit by either Nana or Popo right after they're
flung will take a bit of damage and be knocked upwards. It won't do
much at low damage, but it's a useful hit at high damage.
B v : Blizzard
It must be REALLY cold up North where the Ice Climbers live, because
even in tropical climates like the Kongo Jungle, their breath is STILL
frozen. When you do this move, the Ice Climbers will face opposite
directions and breath frigid air at enemies. It doesn't have the range
of Bowser's fire breath, but it goes in two directions. Like the Ice
Shot, Blizzard will randomly freeze opponents.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Don't try to attack these guys head on, as they can react quicky, and
can hit you before you get close enough to hit them. Instead, stand
like a rock (well, a pair of rocks) a short distance away from your
opponent(s). If you are approached, prepare a smash. Then, when they're
down, swarm them and defend your territory. Don't chase them if they
want to run away. Just get rid of them until they try to attack you
again (however, this can be risky if there's other opponents around to
rack up kills on them). The best place to hit these guys is from below,
using Belay and your midair up+A. Swordsmen's defenses are mainly for
attacks from above and in front, so they won't be able to stop you
easily.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys aren't really a problem. They can pummel you quite a bit,
but one smash from you is equal to several hits from them, making it a
pretty even fight. Basically, you'll want to get into the fray and just
hit them every which way. You might want to abuse Squall Hammer a bit,
since it hits repeatedly.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
There is one simple strategy for fighting other close-rangers: smash
and smash and smash. Don't worry about your special moves, because they
aren't too hot against these guys. You just want them away from you,
where they can't do as much damage. Be sure to edge-guard, as well;
their return moves won't harm you unless you are hit directly. A battle
with another set of Ice Climbers could be neck and neck, but remember
that the Ice Climbers are good at dodging and countering their own
moves.
Long Range: (Ness, Samus, Mewtwo)
No matter what character you are, there's only two options against Long
Range fighters: juggle them, or get in their face. The Ice Climbers
aren't the best jugglers, so you know where that leaves you.
You'll want to treat these guys similarly to the Close Range bunch, but
be more agressive, and focus less on knocking them away from you (that
is, until it's time to finish them). Try to get them in the air, where
they're helpless. Be persistent. They have good smashes, so don't give
them the opportunity to use them.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Ever notice how all the lightweights are pink? Er... yeah. Anyway,
these guys are fairly simple to beat. Every move of yours is effective
against these guys, so just use them all whenever the opportunity
arises. Make good use of that grab/smash that only the Ice Climbers can
do, and use belay to launch around the arena at them, since they all
like to move through the air. But be careful of Zelda, as she's
dynamite in Sheik form. Sheik can separate you and juggle you like
nobody's business. Still, the same strategy should work. It'll just be
harder to pull off.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These big fellas are nothing to worry about. You are fairly light, and
will fly far if hit, but they'll have trouble chasing both of you at
once. Simply swarm them. Don't give them room to breath, and smash them
away once you've brought down their defenses. They're not much of a
problem for the Climbers (though you may frequently lose Nana if she
can't get away in time).
~The Ice Climbers are playable from the start of the game.
***************
**** SAMUS ****
***************
---BACKGROUND---
The mysterious intergalactic bounty hunter who has thrice saved the
galaxy from the threat of destruction at the hands of the ruthless
Space Pirates and the life-sucking Metroids, Samus Aran wasn't as
popular with fans of the original Super Smash Bros as she should've
been. People new to the game often had a hard time (1) controlling her
somewhat bulky frame, and (2) utilizing her highly-effective attacks,
most of which proved to take more of a learning curve than that
of the cheaper characters (i.e. Kirby, Link, Pikachu etc.). Gamers
found themselves frustrated with her arm cannon's long charge time, her
mediocre regular attacks and the fact that she lacked that one REALLY
powerful move that would give her an edge with beginners. However,
those who chose to stick with Samus found that becoming a master of the
Metroid hunter definitely pays off. Once a player became accustomed to
her discouraging feel, it would soon be discovered that hidden within
Samus was a perfect balance of a long-range fighter and a close-range
brawler, giving almost anyone who chose to stick with her a
considerable edge over every opponent in the game. In Melee, the
designers have chosen not to tweak her considerably in any direction,
although her Screw Attack and charge beam have been slightly improved
over the original.
---GENERAL INFO---
Let's put it this way - if you're looking for someone you can master in
a few minutes and appear to your friends that you've been playing this
game for a couple of years, stick with Link. However, if you're a bit
more devoted and want someone you can mold from a seemingly ineffective
character to a fast, well-balanced frenzy of orange DEATH, Samus is
your lady. Samus has an advantage in every area - long-range combat,
close quarters combat, speed, agility, stamina and excellent defense &
evasion capabilities. The whole entree doesn't come to you on a silver
plate,
however. It'll take a bit of skill and patience before Samus'
performance pays off.
---REGULAR ATTACKS---
Forward Smash
Samus thrusts her mighty arm cannon out at the opponent. If charged
enough, this move can instantly KO an opponent that has some decent
damage done to him/her. Samus doesn't have to charge up for very long
to deal an ample supply of damage, however. This is an excellent move
for opponents madly charging at you, or also a good finishing touch to
a combo. Use it when you're looking for a quick finish, or when your
opponent is wide open or off-guard.
Down Smash
Samus performs a powerful leg sweep, which is great for clearing out
multiple attackers at once. It deals a quantity of damage equal to the
forward smash, but not as effective for KOs as it sends your opponent
flying vertically rather than directly off the screen. Use this move if
you are at close-quarters with an attacker directly behind you, and
lack the time critical to turn around and counter-attack.
Up Smash
Samus creates a fire arch with her arm cannon, from left to right or
vice-versa. This can deal more damage than both the down and forward
smash if charged enough and used correctly, but again, won't result in
any KOs. Use the up smash for opponents directly overhead or within
very close range of you.
---SPECIAL ATTACKS---
B : Charge Beam
Samus' SSB veteran attack. If you tap B, Samus will begin to charge her
arm cannon. Tap B again shortly thereafter and Samus will fire a small,
lightly-damaging burst of plasma energy that moves slowly and doesn't
cover half the screen. This is good only if you're trying to repel an
enemy who is blindly rushing you, leaving an opening for evasion or a
possible counter-attack. However, if you tap B and allow the cannon to
charge up for awhile, you can deliver more potent blasts. The longer
Samus charges, the more powerful the blast will be, and the farther it
will travel as well. Samus has a max on her charge, though, and once
her charge maxes out she will begin to lightly flash, and her cannon
will sparkle. The charge will last until you take moderate-to-heavy
damage, and while you are fully charged you can resume battle with no
altercations to your performance. However, as soon as you tap B you
will blast the charge. An excellent strategy is to wait until your
opponent is off-guard and surprise him with a plasma-
induced trip to Kingdom Come. Also, take note that while Samus is
charging, she is vulnerable to attacks. Hence, whenever you are
charging Samus, you can press left or right on the analog stick
to morph into a ball and travel in the direction you specified. An
excellent evasion maneuver.
B -> Homing Missile
Quite a bit more powerful than standard uncharged plasma blasts, the
homing missile travels farther than a standard blast and also features
a mild homing feature than will zero in on enemies who are not in its
general path. However, don't expect the missile to follow them to New
Jersey - the homing effect is very mild and only works if the opponent
is slightly above or below its path. Also, keep in mind that this is a
great advantage to Samus, as it permits her to fire projectiles even
when she is fully charged - a feature not present in the original Smash
Bros.
If you hold forward on the analog tick and press B, Samus will blast a
homing missile that homes in on the enemy and does mild damage on
impact. However, if you press forward and B simultaneously, Samus will
blast a missile that travels faster in a straight path, and takes
moderate damage instead of light damage, giving you a choice of two
missiles.
B ^ : Screw Attack
Possibly Samus' most useful move as well as one of the best moves in
the game. When utilized, Samus curls up and spins vertically into the
air in an electrical frenzy of power. Anything caught in this storm of
pain - including multiple opponents -- will be sucked into it and will
receive moderate damage before falling to the ground below. A great
maneuver for the following: attacking enemies directly above you,
attacking enemies who are preparing a downward air assault (i.e.
Kirby's block move or Link's downward slash), quickly moving out of the
way of an attack from the side or an air attack (the Screw Attack sends
Samus into the air faster than a standard jump), and serving as an
effective triple jump when you're in desperate need of getting back on
the arena. However, the Screw Attack has its disadvantages as well.
First of all, if you choose to attack Kirby or Link (or anyone else
with a powerful downward attack) using the SA, be sure you connect with
them BEFORE they execute the move. The Screw Attack may be useful for
canceling possible assaults, but it will not protect you from power
attacks that already had the pre-
emptive. Secondly, keep in mind that Samus is vulnerable after
performing the Screw Attack (i.e. can't perform attacks), so if you
miss your opponent when performing it or another opponent is waiting
below, you're wide open.
B V : Bomb
Samus's trademark attack - she will morph into a ball and lay a small
bomb that rolls along slanted ground and explodes on impact of an enemy
(or within a couple of seconds, whichever comes first). Though only
lightly damaging, it's an EXCELLENT defense weapon. Example - you're in
midair and an enemy is waiting on the ground directly below you. It
looks like there's no escape from an inevitable vertical attack, right?
Wrong-O. At the peak of your jump, press down and B repeatedly to drop
down an air raid of bombs, which will nullify the opponent's chance of
attacking you if performed correctly. They also serve as excellent
cover weapons - if you drop bombs while traveling in the opposite
direction, it makes it extremely difficult for an attacking
opponent to follow, which could turn the tables in any battle.
Z : Grappling Beam
Samus' throw attack. Similar to Link's Hookshot (though much slower),
Samus blasts a chain of electricity from her arm cannon that will
grapple an enemy. A good juggle is to throw them upward, quickly jump
up and deliver them a screw kick, and then follow that up with a Screw
Attack -- does excellent damage. Unlike most of the characters,
however, Samus' throwing move deserves mentioning as it serves a double
function - if you're falling to your death and on your last leg, you
can use the Grappling Beam to catch onto the side of an arena. To get
back up, let go of Z and press up + A. This takes some practicing but
can pay off during near-death experiences. Link can do the same thing,
but this is a Samus write-up!
Also, a new item with Samus's grappling beam, repeatedly press Z and
mash the d-pad feverishly. Some combination of buttons therein will
eventually cause Samus' grappling beam to double in length. At that
point, you have to press A when the tip of the beam comes in contact
with someone in order to grab them, since it won't do it automatically
any more. PLUS, if you hold L throughout the whole throw, the grappling
beam will actually home in on an opponent, letting you grab people both
twice as far away from you, and at any variety of angles.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
You don't want to take swordsmen head-on when you have an array of both
air and projectile options. Marth and Roy are both lethal at close-
range (just look at those swords!!), but they're easy pickings seeing
that they have little defense against long-range combat. A good idea is
to keep your distance, barrage them with homing missiles and once their
damage is up nice and high, send them a charged plasma kiss when they
least expect it. Link is a little trickier seeing that
he has bombs for cover, arrows for long range and that formidable spin
attack for both ground and air attacking. The best strategy is to coax
him into performing an upward spin attack/upward smash attack when
you're overhead. Anticipate his actions and butter him with falling
bombs. Once he's emaciated, finish the job with an unsuspected power
blast. Do the same with Young Link, although close-combat fighting can
overpower the little runt just as easily.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Samus is pretty fast herself, but you'll have to master dodging to
truly own these guys. Fox and Falco are masters of eluding projectiles
with their short frame and quick feet, so these guys are better
confronted at close range. Samus' leg and arm attacks have a better
reach than that of Fox/Falco's, so use that to your advantage, and also
keep the > + R parry in mind when fighting. Pikachu/Pichu are both
masters of teleportation, and also have high defense capabilities
against air attacks. Don't attempt an air raid with these guys, but
rather, stay on
your feet and work on them with a combination of ground sweeps and
punch/kick attacks. Be wary that these two are difficult to edge guard
against on account of their teleporting skills, so your best bet is to
inflict heavy damage on them and KO them with a charge blast or smash
attack.
As for Falcon, he has some lightning-fast devastating attacks, so he's
best confronted with a careful dose of dodging + downward smashes. Use
> + R or vice-versa to roll behind the burning speed freak and quickly
connect a leg sweep before he has the chance to put you on the
defensive. With that said, remember that projectiles are pretty
effective against him (just keep your distance!).
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Your long-range flexibility can have a tremendous edge against this
lot. Charged blasts and homing missiles can keep you in safe-zone for
the most part depending on your judgment and accuracy, so stay on the
side of the arena opposite your close-range foe and pellet him with
your arsenal. If your foe advances on you, use bombs to provide cover
and escape to safety. Although Samus is an effective close-quarters
combatant, Mario, Luigi and the rest have an advantage as far as
strength and combo flexibility. Make it a point to stick with your guns
when confronting these fools, and only move in for the kill when the
price is right.
Long Range: (Ness, Samus, Mewtwo)
As Samus, you can either fight fire with fire here, or attack them head
on. Ness' long attacks are for the most part slow, but you also have a
curve at close range as he's a relatively weak brawler, so make it a
point to frenzy him with A attacks if you fight him at close range (you
don't want to give him the opportunity to wield his bat). Mewtwo can be
a worthy long-range opponent as his projectile attack is
uninterceptable, so it's a good idea to front him with a mixture of
down+A attacks and the Screw Attack. As far as Samus, she has
everything you have, so form your own tactics here.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These are all pinatas against the likes of Samus. Send them up into the
soaring skies with a down smash sweep, and then tender them with a
Screw Attack. Another fun strategy is to toss them upwards into the air
with Z, jump up and deliver them an up + A kick, and follow that up
with a Screw Attack (does considerable damage). Or you can just blast
them to death. Samus is a general powerhouse to these foes if utilized
correctly, and most people will find that lightweights aren't much
against Samus' balance. Just be weary of Kirby's downward block attack,
which can cancel out any Screw Attack. Also be aware of Jigglypuff's
rest move, which is absolutely fatal in certain situations.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
All brawn but no... speed. Samus' quickness and agility will give you the
edge here, and pretty much every special move Samus possesses can be
used effectively against the lot. Ganondorf has a lethal uppercut which
can be suppressed with a healthy dose of air-to-ground bombs. His smash
attacks give ample warning and allow time for an opening in which you
can deliver an attack of your own. Donkey Kong, though powerful, is
extremely slow and can be dispatched with relentless close-range
battering. Bowser is slow, bulky and short-range for the most part, so
you're safe from this guy if you make good use of your cannon. In
general, all take a great deal of damage before they'll begin flying,
so have some patience when fighting them. Also, edge guarding is
intrinsic with these characters, so make use of run + A attacks when a
fighter is climbing from the edge. Also, if one of these sluggish
pugilists happen to be drifting toward the edge of the arena, you can
kick them to their doom easily by jumping right above them and pressing
down + A.
This goes for all characters, but especially the heavy-hitters as they
seem to be more vulnerable to this maneuver.
~Samus is playable from the start of the game.
****************
***JIGGLYPUFF***
****************
---BACKGROUND---
Jigglypuff was a secret character in the original Smash Bros and
returns as a secret character in Melee. She's from the Pokemon games,
and in Japan is the most well known Pokemon besides Pikachu. In
Pokemon, she uses physical attacks like body slams and punches, as well
as a Sing move that put enemies to sleep. Many of these moves carry
over to Smash Bros.
---GENERAL INFO---
Without a doubt, Jigglypuff was the most hated in the original.
Although in Melee Pichu may be hated too, many are still convinced that
Jigglypuff is by far the weakest character and is completely useless.
All it takes is some patience and skill, and you can humiliate your
friends by beating them with Jigglypuff. People don't bother to develop
any techniques against Jigglypuff, so if you're skilled, you can always
surprise them. However, mastering Jigglypuff takes a lot of skill, and
you'll need to be familiar with the advanced techniques like dodging
and juggling. Most of Jigglypuff's moves aren't that powerful, and the
ones that are powerful are hard to hit, so the main strategy is combos
ending with a powerful smash attack.
---REGULAR ATTACKS---
Forward Smash
This is a good finisher if the enemy is on the edge of the level. It's
also good for a quicker version of the Pound while on the ground. Use
this in combination with her dash attack to give a ton of consecutive
ground hits that can quickly rack up damage on a flat surface. Use this
also as an opponent comes back to the stage to smash them back out.
Works better when charged, obviously.
Down Smash
Use this in conjunction with the forward smash. It may not finish the
opponent, but if you're surrounded, it's a good clear out move. It's
also good for just generally getting the opponent away from you. Not a
great charge move as it's not very powerful to begin with, it's better
used quickly.
Up Smash
This is probably Jiggly's ultimate finisher. It's easy to pull off, and
if the enemy's generally around 90% they'll probably be KOed
(exceptions of course are the heavier characters like DK and Bowser).
This is a good charge up smash attack, just hold down A and let'er rip
once the enemy gets near.
---SPECIAL ATTACKS---
B : Rollout
Hold down B and Jigglypuff will roll in place. Release, and she'll go
flying in the direction you were facing. It really only does anything
if you charge it a lot, if you don't, she just rolls forward slowly and
doesn't do any more damage than a rolling beach ball. Be careful when
using this move, it's not recommended unless you're in a large level or
you have a really clear shot. If you miss, you'll probably end up
rolling right off the edge of the level without any way to recover.
You'll only stop if you hit a wall, a character, or if you're able to
stop yourself by rolling back and forth. It can be steered, so if you
miss once and are able to turn around, you can hit them on the way back
and still do significant damage. Use sparingly; it may seem like an
easy power hit at first, but skilled players will be able to avoid it
easily if you used it too much. Plus it takes a few seconds to charge
up, giving people time to get out of the way. It's best used in
multiplayer matches when the others aren't paying attention to you.
B -> : Pound
Jigglypuff's pound has been upgraded in Melee to send opponents flying
farther, making it a more effective juggling move. Use this a lot,
because no one else has a move like it, and people aren't expecting it.
It's a good move to use against edge guarders, and it's also used
somewhat as a comeback move that you can use repeatedly. When knocked
far, instead of using up all your jumps, just pound your way back.
Since the drill kick no longer pops opponents up,
this is a good combo starter.
B ^ : Sing
The Sing move hasn't changed much from the original. If you feel lucky
you may want to try this, but unless you catch the opponent right at
the beginning of the song, they'll usually wake up right when you
finish. The best technique for this is during a team match, where you
sing the opponent to sleep, and while you're still singing, your
partner comes and attacks. The sing only puts them to sleep if they're
on the ground and within your shield radius, so it's not a very
effective move beyond just annoying the opponent. Since Jigglypuff
doesn't have a vertical comeback move, you'll often find yourself in
situations where you get knocked down and are able to float back up
just below where you would normally grab on, only to fall back down
helplessly. In situations like these, do an aerial dodge, but hold up
while doing it. You'll pop up a bit, giving you a bit more vertical
distance.
B V : Rest
This move can blow away rookies not only literally but mentally as
well, since many don't know the true power of this move and at first
have no idea what hit them. It can KO even heavy characters like Donkey
Kong with their damage in the 50s. If you can pull it off (it's quite
difficult) then you can get a very easy kill right away. When you first
start the move, Jigglypuff flashes for a second, and then goes to
sleep. While she's flashing, any character touching her will take
damage. Their character model has to actually be overlapping hers, so
it's hard to get someone by just walking up to them. It's best to get
someone from below by jumping inside them. If you're playing a skilled
player, you shouldn't bother trying it on small characters like Pikachu
and Kirby. This move takes a lot of practice to use.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Jiggly's great at combos, but that doesn't help if you can't get close
to the character. Her main weakness is lack of projectiles, which make
it hard to attack swordsmen who can protect themselves from all
directions. Your best bet is to use smash attacks, Pound, and maybe get
in a Rollout if you can. At low %'s you can try juggling, but once
their damage gets high, they'll be able to block the juggling,
especially Link's downward sword stab. Marth and Roy are probably her
most difficult opponents, since they're great close range fighters, and
she has no projectiles to utilize their weakness. Your best bet is to
attack them in the air and use your pound a lot, or dodge and get them
from behind, since they don't have the sword spin like the Links.
Resting is a bit risky, but if you're feeling lucky you can try it.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Other than the swordsmen, Jigglypuff's greatest enemies are ones who
can use the same juggling techniques she can, but faster. Their
juggling is based on speed rather than their attacks though, so many
players choose not to juggle with them, as it is harder to pull off
(the CPU however has no problem performing amazing combos). Still,
while they can't juggle as well they do have a speed advantage. Use
combos on them, and a lot of smash attacks too, since many speedy
characters are also lightweight and get knocked out pretty easily
around 90-100%. Fox and Falco are the worst of the bunch, since they
can get in a ton of hits and rack up 20-30% damage before you can even
blink. Jigglypuff handles better in the air though, so use your
floating ability to your advantage. Don't attempt a rest attack here,
you'll never be able to land it on them, unless the player is stupid or
something.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These players are like the speedsters but not nearly as fast. Because
of this they're not as much of a threat, but their attacks are
generally stronger so their combos are more lethal. If you manage to
get a hit on them, do some combos, but don't go overboard because they
may be able to retaliate easily. Many of these characters are weaker in
the air than on the ground, so use your air maneuverability to your
advantage.
Long Range: (Ness, Samus, Mewtwo)
These characters are good close range fighters, but have powerful long
range attacks too, which will lead many people to use the long range
attacks as much as the short range attacks. They're not good at combos
as much as just sending you flying, so just use combos against them,
but be careful when attacking them head on, as they may be able to
release a charged shot and knock you away.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
The lightweight characters are easy to clear out early on unless
they're quite skilled. The lightweight characters however rely on
combos instead of powerful attacks, so be cautious. Juggling won't work
as well as just combos in the ground and air simultaneously, ending
with a good smash attack.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Unless the player is really good, heavy hitters are a piece of cake in
the hands of a skilled Jigglypuff. Their moves take a long time to
execute and can be dodged and predicted easily. Be weary, because if
they do manage to get a hit on you, it'll hurt you a lot and kill you
at relatively low damage. If you're really good at dodging and evading
attacks, the heavyweights shouldn't be too much trouble. Also, these
are the prime targets for her rest move, since they're so big,
especially Bowser and DK. A good strategy is to wait for them to
perform one of their attacks that have a slow recovery, then drop
inside them from above and rest. Just hope you don't miss, because then
you're vulnerable to a powerful smash attack.
~Jigglypuff is unlocked by beating Adventure or Classic on any
difficulty.
***************
**** LUIGI ****
***************
---BACKGROUND---
Anyone who is even remotely interested in the Mario brothers will at
least recognize this name. Luigi made his debut as Mario's little
brother in the Donkey Kong Arcade series. Since then he has appeared
many times, sometimes as a cameo, others as an NPC, and often as a
playable character. Luigi is jokingly referred to as "the eternal
undershadow," and this is in many ways true. Mario takes the spotlight
in almost all of his games, and Luigi is dismissed with a casual line
or two before being pushed into the background where he spends most of
his time whistling and checking mail. Interestingly, Luigi as a non-
playable-character has revealed many aspects of his personality that
would have otherwise let him remain completely the same as Mario,
except with a different color palette. Luigi is a laid-back soul, and
takes it easy most of the time. He's not the adventurous type, although
he'll tag along with Mario given half the chance. We also learned in
recent days that Luigi really REALLY doesn't like ghosts! Luigi soon
become a completely different person than Mario, and the two have
developed separate lives since their first appearance.
---GENERAL INFO---
One can argue that Luigi is just another clone of Mario, but this is
not the case. As fans of the original Super Smash Bros. will notice,
Luigi's more outstanding traits have been highlighted a bit more in the
transition to 'Melee. Luigi still jumps higher, of course, and remains
one of the highest jumpers in the game. He also jumps up in the same
manner as Mario -- goes up fast, comes down slow. Luigi and Mario both
move at about the same speed, and are just as quick to dodge and
outmaneuver enemies. Luigi, however, is a slightly easier target
because he is taller, and while his moves seem to knock the enemies
back farther, his recovery time is a bit on the slow side.
Luigi's fighting style also seems to be a bit panicked, so he lacks the
"confidence" of Mario's attacks. Therefore, his attacks tend to be
strong, one-hit-only moves instead of the strategic, juggle-friendly
Mario ones. Luigi's dash appears to be just a tad slower, as well. But
when you look at the bigger picture, Luigi's and Mario's best traits
still hold true together -- neither brother has a real weakness to
exploit. Both Luigi and Mario can adapt to any situation almost
instantaneously, so any disadvantages normally observed by certain
characters never apply to either one, making them quite considerable
foes! Obviously, if you're very skilled with Mario, Luigi is a shoe-in
to be among your best characters. All in all, Luigi is every bit as
formidable as Mario is.
---REGULAR ATTACKS---
Forward Smash
This is easily one of my favorite smashes not because it's strong or
anything, but because it just looks so weird it's funny. Luigi will
lean back, turn his hand out palm up, and then thrust his arm forward.
Either Luigi has a hidden high-power acceleration device hidden up his
sleeve, or the laws of physics like to bend themselves in his favor,
because the enemy will go as far as Mario's forward smash attack!
Easily among Luigi's better moves, but it has a bad preparation and
recovery time, so use sparingly. Was second runner-up for the "most
deceptively powerful move" award, right next to Jigglypuff's "Nap."
Down Smash
Luigi will swing his legs forward and underneath him break-dance style,
like Mario. This foot sweep is great for clearing out enemies, since it
works almost instantly and covers ground on both sides of him. Keep in
mind that it is easy to counterattack, and has an only average K.O.
chance, though.
Up Smash
Luigi will rear back and take the term "use your head" to a whole new
level. Just like Mario. This has one of the best K.O. rates in the
game, so feel free to give Luigi whiplash if you have to, just take
into account that both the range and the recovery time are poorer than
his other attacks or you'll find a smash attack coming your way.
---SPECIAL ATTACKS---
B : Fireball
Ah, the classics never get tiring, do they? Luigi's trademark green
fireball is back! Luigi will draw his arms in and thrust his left arm
forward in a semi-pointing motion, releasing the fireball. Unlike
Mario's, it goes only forward, and dies away quicker. And who cares if
the damage isn't all that hot? (No pun intended) At least it can keep
those nosy close-range fighters off your back long enough to set up a
better move, and believe me, this move is more handy than you might
think.
B -> : Green Missile
Mario's cape has been replaced by the "Green Missile," an odd attack
that is not only surprisingly strong, but also allows Luigi to get back
onto the stage! This attack operates in much the same way as Pikachu's
"Skull Bash." Press Forward+B, and Luigi will start concentrating and
building up energy. Release, and Luigi will take off (literally!) in
the direction you pressed the joystick in. The longer you hold B, the
farther he will go and the more damage that the enemy will incur. You
can use this as many times as you need in midair, which is handy since
his Up+B move has no horizontal movement.
This move has an interesting twist, as well: There is an approximately
12.5% (one in eight) chance whenever Luigi uses this move that he will
"misfire," blasting him almost three times the distance he would
normally! (When not charged.) Not to mention it does more damage,
assuming you can actually hit the enemy instead of sailing over their
heads. Therefore, this is NOT a wise move to use in a small stage,
because you can actually T.K.O. yourself using this move because of the
misfire chances. Still, those same chances can help you get back to
solid ground....
B ^ : Super Jump Punch
Luigi's version of this move goes straight up, and does not move left
or right one bit. And it only hits once. Thoroughly disgusted? Don't
be! Anyone who remembers the original SSB will recall that if the
opponent was RIGHT in front of Luigi when he used this technique, they
would receive much damage and be sent flying into the wild blue yonder.
The same holds true now, so keep that in mind if you're in the fray.
One more thing to remember: Of course this move can be used as a triple
jump, but since it only goes upwards it might not be the greatest
decision if you're too far from the ledge. Try the Green Missile
instead, and use this only as a last resort.
B V : Luigi Tornado
This move operates similar to Mario's edition of this technique (go
figure) in that it's good for clearing out enemies, but Luigi instead
delivers a single strong whack, sending them flying in the opposite
direction. Plus, you can cover much more horizontal ground (press
left/right after executing this move) than the Mario Tornado, making it
good for clearing out groups rather than just anyone close to you. You
cannot rise into the air nearly as much as the Mario Tornado by tapping
B, though, so this works best for grounded opponents.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Swordsmen can be problematic for the younger Mario Brother, since they
have a longer reach than you do, can juggle very well, and several
quick damage-dealing attacks. Fortunately for you, they lack a single
powerful smash move and tend to be slow in most respects, so use that
to your advantage. Stay close to them, and be sure to keep just out of
their blades' reach. Rush in, deliver a flurry of quick punches (the
standard A attack works best), then leap back until you can set up your
next move. Don't worry about being K.O.-ed until your damage is in the
mid-hundreds, but don't get cocky either.
Since Luigi is, although slower than average, faster and more mobile
than any of these clowns in midair, some timely aerial attacks can work
wonders. Also, footsweeps and juggling attacks are your friends here.
Don't let up on the pressure and try to avoid using powerful attacks
until you can hit them a ways, because although they're slower, they
can't be hit very far and can still come back and give you trouble the
moment you turn your back to them. Once their damage is high enough,
give them a good whack to finish them off. Stay moving, don't let them
fight back, make sure you know how to do the various dodges, and you
won't have too much of a problem.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
The key to winning against a Speedster: Know your dodges, and don't
move. It sounds a little strange, but if you know Mario well enough you
know that you shouldn't move too much around a Speedster, and for Luigi
it goes doubly so. Speedsters can come in fast, beat you around the
head, and take off before you even know what hit you. What you want to
do is get close to the action, about two to four character widths away.
Then root yourself to the spot and wait until one of these guys gets
too close. Give them heck with several A attacks before hitting them
off a good distance, then stand still again and wait for them to come
back. If they're all in one little area, use a Luigi Tornado to send
them flying in all directions, but be wary: Speedsters have a notorious
habit of hitting you from behind when you're not looking, so keep an
eye peeled for a stray fighter, especially if he just got K.O.-ed.
Finally, avoid using smash attacks if possible unless their damage
percentages are in the hundreds or so (with the exception of Pichu, the
second-most aerodynamic Pokemon known to man -- the first being
Jigglypuff, of course), because all of Luigi's smashes have just enough
lag time for Speedsters to take advantage of. Have patience, and the
K.O.s will follow soon enough.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Your instincts will tell you to get right in there and fight, and with
Luigi that's probably what you'll want to be doing most of the time.
Close Range opponents tend to do just that: Get in close and start
beating you to a pulp. Since most Close Range opponents are as slow (if
not slower) than Luigi is, battles with these characters will usually
consist of a pattern of all-out brawls, frenzies, split-up parties, and
the occasional one-second breather. Unlike the case with Mario, there's
no real strategy to be applied here. Just be sure to use Luigi's wide
range of physical attacks to your advantage and to remember the various
battle techniques. If you find yourself straying too far from the
action, rush right back in there while chucking Fireballs on
unsuspecting opponents, or charge up a Green Missile and send yourself
flying into the masses; chances are good you'll hit someone. Remember
to dodge and use Luigi's superior aerial attacks, too.
Long Range: (Ness, Samus, Mewtwo)
Long Range attackers are a big problem for Luigi if you're not
experienced with him. If they're too far to get in the battle, they can
use their handy projectiles to attack from a distance, but they're
competent fighters even up close. Each Long Range combatant has a
completely different style, too, and all of them have good midair
attacks, so applying Luigi's usual strategy of jumping and/or getting
in close can have potentially disastrous results if you're not careful.
Most of the time these guys will keep jumping and moving just out of
your reach, changing tactics only to get in close and pummel you or to
charge up their strong projectile attacks. If these guys begin to get
on your nerves, wait for a time when their defenses are weak; for
example, if one of them is in midair or caught in the middle of
recovering from an attack. Then get yourself in the right position and
juggle, smash, or generally just beat the crap out of them to your
pleasure. Most of your energies when dealing with this type will be
devoted to waiting for a mistake if not pursuing the fleeing opponent.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
One would think that Lightweights wouldn't be a problem for the
competent Luigi, but if you don't watch what you're doing, these guys
will smack you to kingdom come before you know it. Remember that they
have several tactical advantages over you: They're quick to recover,
they have a wide variety of moves, they have projectiles and/or they
attack faster than most. The best way to deal with the various
princesses and puffballs is to wait for an opportunity to attack, then
attack and keep at them. You're bound to receive some damage while
doing this, but the key is to keep them off their feet. Throw fireballs
to chip at them from a distance, and the Luigi Tornado works wonders on
them, too. Once their damage is high enough, send them flying with a
good smash attack or a Super Jump Punch.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Luigi's met his match here. His close-range prowess will land him into
big trouble with these powerful foes. Your best bet is to rely on their
abysmal midair capabilities and focus on attacking them from midair and
from safe distances. Fireballs are your best friends here! Since their
damage can go up to the mid-hundreds and still have a good chance of
surviving a K.O. attempt, focus on chipping at them with fireballs and
quick punches and kicks, and avoid a brawl with them if at all
possible. Once their damage gets high enough, leap in with a strong
aerial attack to send them flying. You probably won't K.O. them, but
you will set them up with a good opportunity to chase after the
opponent and smash attack them from there. Using the Super Jump Punch
can be both a blessing and a curse here; Heavy Hitters' massive girth
makes them prime targets for Luigi's all-powerful version of Mario's
classic attack, but be sure that no one else is close enough to take
advantage of its terrible recovery time, or else you'll find yourself
staring at someone's fist shortly before being sent zooming through
outer space.
~Luigi can be unlocked by defeating him instead of Mario in Adventure
Mode. Simply beat the first stage with the seconds timer ending in two,
e.g: nn:n2:nn, (n) being any number. Do this correctly, and Luigi will
take the place of Mario in the following battle. Win, and Luigi will
challenge you when you finish Adventure Mode. Defeat him in under a
minute to unlock him.
***********
*** ROY ***
***********
---BACKGROUND---
Roy starred in the Super Famicom (a.k.a. "Super Nintendo" in other
countries) series entitled "Fire Emblem." Unfortunately, none of the
games made it to America, or any other countries as far as I know, but
Roy -- and Marth, for that matter -- made an unexpected comeback one-
twenty-eight-bit style for the Nintendo Gamecube.
In a nutshell, Roy lead Pharae's armies into battle after his father,
the son of the lord of Pharae Principailty, became sick. Long story
short, our hero started out on the classical grand adventure that
fighters so often do when destiny calls.
---GENERAL INFO---
Roy is what Marth is and isn't: Both Marth and Roy make nice, solid
blows, and both have the feel of a refined swordsman, but where Marth
excels in grace, Roy is a little more of a powerhouse.
Roy is a good all-around fighter, and often has the advantage of a
longer reach when it comes to close-quarters combat, due to his sword.
Since the blade's reach is wider than most other attacks, Roy can cover
almost all sides of his person without having to worry too much about
where the enemy is coming from. He deals out more damage than most
players, too, and can dodge and leap his way through danger if his
position is getting a bit too iffy for the player. Moreover, his
stature is a wee bit on the short side, a detail that several players
overlook. On hilly areas, his height allows Roy to avoid attacks
easier.
Roy, however, has three primary disadvantages over the average
character: The first and most important two, is that he tends to be a
bit slow, and appears to have sub-par recovery times, so panicky
situations could leave you as a colorful smear on the floor, and we
wouldn't want that, now would we? The third thing that one does not
notice at first is the fact that Roy cannot defend his backside very
well. Like Marth, his attacks generally cover frontal and aerial
opponents, so if you know what's good for you, you'll keep Roy out of
the fray.
But his good points more or less outweigh these petty little details,
and in the hands of a player who at least knows what he's doing, Roy
can dish out some pretty serious harm.
---REGULAR ATTACKS---
Forward Smash
Roy spins around and swings his sword overhead. This move is quite
powerful, easily among the stronger smash attacks in the game, and it
can K.O. an opponent even if their damage is in the low eighties.
Up Smash
Roy thrusts his sword straight up. It is deceptively strong, because
any enemies caught in it will receive up to five hits, with nice flames
surrounding the opponent as they sail up into the air. Though the
damage is respectable, its chances of knocking out an opponent are only
average.
Down Smash
Roy will lash out with his sword in front, then in back. Since this
move is so low, it usually hits only enemies on the ground. Also, the
second slash (to the back) is slightly weaker, but both have decent
K.O. rates.
---SPECIAL ATTACKS---
B : Flare Blade
This one's a pleasant surprise to watch for the first time, especially
if it's fully charged. Just hold down the B button and Roy will assume
a ready stance while charging up. Release, and Roy will bring his sword
down in a vertical slash. This move isn't so much damaging as it is
impressive; even if it's barely charged at all, the opponent will go
flying through the air as long as they have a fairly high damage
percentage. Charging this move up all the way will take quite a while
(and thus is unfortunately not worth it unless your enemy is a complete
idiot), even longer than Marth, but the payoff is spectacular. Instead
of a normal slice through the air, Roy will smash his sword into the
ground in the same motion, resulting in a huge explosion that almost
guarantees an instant K.O. unless the arena is very large. Oddly
enough, though, the explosion's range is only slightly higher than the
original attack.
I wouldn't recommend charging this one up too much, because you're a
pretty easy target, especially from behind. Nonetheless, the range is
better than average, and makes for a nice finish to any enemy.
B -> : Double-Edge Dance
The Double-Edge Dance, like Marth's Dancing Blade, causes Roy to lash
out with a series of up to four blows with his sword. The result of
Roy's attacks are slightly different than Marth's, though. The keys to
this attack are the use of the joystick and the B (or A, if you prefer)
buttons, and precision timing. Pressing Forward+B only starts the
combination; the rest of the combo is up to you. After the initial
swing, you can press Up+B, B, or Down+B for each successive swing to
employ any of three attacks for each stage in the combination. (Get all
that?) For example, you could start with Forward+B, then go on to use
B, Down+B, and finally Up+B. Each joystick and button combination
produces a different result for each attack, so the only thing I can
say to use it efficiently is "practice, practice, practice!"
Oh, and one more thing.... Have you even fallen prey to the cry, "I
can't use Marth's and Roy's Forward+B attacks!"? Again, timing is a big
factor in this move. If you tap the B button too quickly, Roy -- or
Marth, whichever -- will respond only to the first one. Try tapping B
after each time Roy FINISHES his attack, not while he's in the process
of swinging. With practice, you can learn the timing of each attack and
get faster and faster, so you can use this move quickly and
effectively.
B ^ : Rising Flare
This move is great to clear out any annoying opponents that stick close
to you. When employing this technique, Roy flies into the air with his
sword out, exactly like Marth's Dolphin Slash. The most obvious
difference between Marth's attack, though, is that Roy's hits multiple
times.
You can switch direction as soon as you pull this move off, which is
often handy if there's an opponent coming in on you from behind. For
example, if you're facing right, press Up+B and immediately pull the
joystick to the left to have Roy turn around just before he leaps up.
If you press in the direction that Roy is facing, you can also go a bit
farther. This move can be used as the triple jump, but since it goes
almost completely vertical, you'll have to wait until the last second
before using it.
B V : Counter
This move is a little difficult to time, but is well worth it. Roy will
just adopt a defensive posture and flash purple for a moment. During
this time, any physical attack from another character will result in a
(surprise, surprise) counter-attack from Roy. This move is especially
handy against strong characters like Captain Falcon; Even the Falcon
Punch can be countered by this move! The only downside to this move is
that it has a terrible recovery time, so Roy can be smacked around to
the opponent's content after he lowers his blade. Obviously, unless
you're extremely lucky, this move is not good to use in the middle of a
brawl.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Usually, when fighting against the same type of opponent, it all comes
down to which player is more skilled, but Roy is an exception to the
rule. Although Roy is generally the slower among the bunch, he actually
does pretty well against other swordsmen. His attacks are not very easy
to dodge, and if Roy gets in a tight spot he can get away without too
much hassle. Bottom line: Just stick close to your enemy, wait for them
to make a mistake, then let 'em have it! And if things get too tough
you can back off a little and wait with a good, strong attack ready.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Roy does best at close quarters, so these guys can be a problem. Moving
yourself up and dancing just out of their reach is a good idea, because
you can strike when they're not expecting it and you can take off if
they have the upper hand. Thus, dodging is a must for speedsters.
Rolling dodges are especially effective. Just make sure you have an
escape route and if you're going to attack, do it quick and get out of
the way again. Try to avoid jumping.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Roy does better than average with most close-quarters combatants,
because of his long-reaching blade. Straight-on attacking is all good
and fine, but if you can master dodge techniques, you'll have these
guys in your pocket. When they start busting out with smash attacks,
just give them a good whack to get them away and chase after them.
Also, don't try your stronger attacks at first -- remember, you're
slower than they are, so try chipping at their health first before
unleashing your more devastating blows.
Long Range: (Ness, Samus, Mewtwo)
Roy doesn't deal with projectiles well from a distance, so if this type
starts giving you problems, chase after them and kick the tobacco juice
out of them. As long as you stay close, long-range fighters will have
difficulty dealing with your more powerful attacks.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These guys can be a real pain. Since these characters focus on wearing
you down slowly but surely from a safe distance, you might find it a
trifle difficult when they start pulling hit-and-run moves. Roy, as is
true with most other slow characters, will have to focus on standing
still, moving only to leap out of the way, dodge, or chase after the
fleeing opponent. These guys are everything you're not (fast, quick to
recover, etc.), so try and hit them when you can, and hard.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Roy is one of the few that can compete with this category easily, since
he has enough strength to match them and the agility to maneuver in
ways that they can't. Simply counter their slower nature with well-
placed blows, and since they tend to cover their behinds worse than you
do, take advantage of any time they're not paying attention to you. In
no time you can whittle them down enough to smash them to kingdom come!
~Roy can be challenged and unlocked by successfully completing Classic
mode with Marth.
***************
**** MARTH ****
***************
---BACKGROUND---
Not a lot about Marth is known over here in the states. He's the main
character from a Japan-only game called Fire Emblem, and is the prince
of a nation under siege by dark forces. Most importantly of all, he has
an incredibly large sword.
---GENERAL INFO---
Marth may seem like a limited character at first, having no projectiles
and attacking only with his sword. And while his attacks can be one-
dimensional, they're quick, powerful, and varied enough to make him a
potent and versatile character. His heavy bodyweight and ability to
recover make him a very tough character to knock out, and his speed
makes him a tough opponent in the hands of a skilled player.
---REGULAR ATTACKS---
Forward Smash
Your basic overhead sword attack. Sword goes back, sword comes down on
someone's head. A powerful attack even when not charged. Use it every
chance you get, as the sword's reach is makes it one of the more useful
smash attacks.
Down Smash
Marth ducks and sweeps the sword around on both sides of himself. Kind
of slow compared to some of Marth's other attacks, but powerful and
with good range. It also sends your opponent into a nice, high arc, so
it can be used to set up an attack when he lands.
Up Smash
Up Smash
Marth stabs his sword straight up in an impressive-looking if not
altogether great attack. The horizontal range is limited, but the
vertical range is very good. It's also a very powerful attack if it
hits straight-on, and can KO an opponent that's not been very damaged
if charge up.
---SPECIAL ATTACKS---
B : Shield Breaker
This attack resembles the forward smash, but it's a lot more powerful
and a little slower. Hold B and Marth will pull his sword back and
start to glow. When B is released or when the attack is fully charged,
Marth finishes the swing. This move is best used for edge guarding, or
as a quick attack to knock someone away. It can be tough to find the
time to charge up, but the attack is devastating if fully charged.
B -> : Swords Dance
A slightly confusing move at first, but very versatile and useful in
the hands of an expert. Marth turns red makes a swing that does very
little damage. But if you hit B again when the stroke ends, he'll
attack again. Repeat for about 4 hits of increasing power. Up and down
directions can also be added in after the first hit, giving you greater
range. The move also causes Marth to move horizontally, so it can be
used as a recovery as well as an aerial attack.
B ^ : Dolphin Slash
Marth leaps into the air and stabs his sword upwards. This attack loses
power the higher in the jump it makes contact, so it's best used when
your opponent is closely above you, or right next to you. It's quick
and has good reach, which makes it a good counter for aerial attacks.
It's also Marth's vertical recovery, but it lacks horizontal movement.
Use the Swords Dance first to move over to the side.
B V : Counter
This move blocks attacks and hits the opponent with a powerful swipe of
the sword. It can also be used to bat away projectiles. Its effects
will only last for a second though, so timing is crucial.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Fighting the other swordsmen isn't too tough. Use Counter on Link's
projectiles, or just dodge them while moving into mid-range. Marth has
the longest reach of any of the swordsmen, so once you're close it's
just a matter of slashing away. Use your superior speed against Roy, as
his flame attacks do a LOT of damage. Marth's strong attacks are quick
and do a fair amount of damage, so just keep going with those until you
see a chance for a smash or Shield Breaker.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
The speedsters aren't too tough, as Marth isn't too slow himself.
Counter is your friend, use it whenever they get close enough to get in
a shot, and just keep using the strong attacks and smash attacks to
keep them back. Swords Dance isn't too useful against these guys as
their speed lets them hit you in the gap between strokes.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Counter, Counter, Counter. As soon as they get close enough to attack,
use it. They'll get knocked away far enough that you can take a few
shots before they move in again. swords dance works here, and the third
or fourth stroke does significant damage, usually enough to send them
off the edge if not KO them.
Long Range: (Ness, Samus, Mewtwo)
These guys are a bit difficult due to Marth's lack of projectiles. Your
running slash is essential against these opponents, because that's the
best way to get in close enough to take away their advantage. Counter
the projectiles that you can, try to dodge the rest, but don't let them
get away once they're close. Beat them bloody with your basic A attack
and strong attacks, then finish them off with a smash or a Shield
Breaker.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These guys are no sweat for Marth. Frequent smash attacks and shield
breakers are almost always enough to finish them off in seconds.
Shiek's speed is really your only concern, but good use of Counter
should keep all his physical attacks from landing too often.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These guys are slow and lack projectiles, so use the time that gives
you to charge up a shield breaker attack while they're trying to move
in. You should be able to get in a little charge, which ups the damage
significantly. Keep using that, the smash, and Swords Dance to rack up
enough damage to let them fly. Watch for Ganondorf's Wizard Dive, as
Marth is tall enough to grab right off the ground. The Gerudo Dragon
and Wizards Foot can be annoying, but a Counter or strong attack can
handle those.
~Unlock Marth by playing all fourteen characters in Melee mode, just
playing AS them.
*************
*** FALCO ***
*************
---BACKGROUND---
Falco has starred as Fox's wingman in both the original Starfox and
Starfox 64 (Lylat Wars in Britain). He, along with Peppy Hare, Slippy
Toad, and of course, Fox McCloud, make up the skilled Starfox Team,
which protects the Lylat system from the wiles of Andross, simian mad
scientist extraordinaire. Falco's a bird, but which species is anyone's
guess. Perhaps he's some kind of parrot. Perhaps he's a Falcon. Nobody
knows...
What we do know is that Falco is easily the most obnoxious smartass of
a character ever found in any Nintendo game. Though he has been friends
with Fox McCloud for ages, he often comments rudely about Fox's
abilities as a pilot, and clearly believes he'd make a better leader
for the Starfox team. Despite his poor attitude, he really is the most
valuable of your wingmen in the Starfox games.
---GENERAL INFO---
Falco makes his fighting debut as a "clone" of Fox. Don't be fooled,
though. Though the two may share moves, Falco has quite a few
differences from his furry counterpart. He's a bit slower, but can jump
substantially higher (donning a bunny hood can actually be lethal when
playing as Falco), and has more power in him. However, he's still fast
enough to run circles around his opponents, and opponents with high
percentages won't be able to escape him no matter how hard they try.
Falco is also extremely resilient- it takes a lot to get rid of him for
good, and this is perhaps his strongest point.
---REGULAR ATTACKS---
Forward Smash
Falco charges up, and lets out a kick, turning to hit his opponent.
Unlike most smashes, it's better for racking up damage than actually
knocking enemies away. It also hits quite low, and has no trouble
hitting small characters like Pichu.
Down Smash
Yow! Falco does the splits when you use the downward smash, kicking
enemies on either side of him. It's a good clearout move, like most
downward smashes, and hits both sides at the exact same time (most
downward smashes don't, hitting one side after another). Of course,
it's less powerful than the forward smash, but can get the job done.
Up Smash
Falco's upward smash is an upward somersault kick. It can get an easy
high KO on weakened enemies, and is a good juggling move. It'll also
get rid of any annoying pests in front of you. It's probably more
useful than the forward smash.
---SPECIAL ATTACKS---
B : Blaster
This is similar in operation to Fox's blaster, but has a few
differences. First, it's less rapid. Second, it is a bit more powerful.
Third (and most importantly), it actually knocks enemies back a bit
(Fox's blaster hurts enemies, but it doesn't budge them an inch). Use
it whenever there's an opponent in clear view across the stage from
you, or when you want to detonate a bob-omb from a safe distance.
B -> : Falco Phantasm
Most characters have a dash move that sends opponents into the air, but
the Falco Phantasm kicks it up a notch and sends them higher, doing
more damage. It's invaluable as a juggle starter, and don't hesitate to
use it on a group of enemies.
B ^ : Firebird
Like Fox's Firefox, this move will set Falco charging up for a moment,
before shooting through the air in a burst of flame. You can use this
in any direction you like, and it'll burn edge-guarders with ease. It
won't go as far as the Firefox, but Falco's other jumps more than make
up for that. If you have time to charge up, use this move horizontally
as a more powerful alternative to the Falco Phantasm. It is very much
worth it.
B v : Reflector
SSB:M has much less focus on projectiles than its predecessor, but when
the time comes for a long distance fight, this is a wonderful tool. If
Falco is hit by a projectile while using this, the projectile will
instantly be sent the other way, back at the opponent. Useless against
some characters (like captain Falcon or DK), but extremely helpful
against many others.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Against Swordsmen, you want to be the first to act. Start juggling
combos from above and below, and then try to trap them in your multi-
hitting kicks (done by pressing A quickly). Throws are handy to keep
them out of commission for a moment or two. Just don't give them a
chance to hit you, and they're putty in your hands.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
When facing other speedsters, it's a race to be the first to entrap the
other in a series of quick hits. Be the first, and you're fine. You can
damage your opponent a ton and then finish them. If you get caught,
dodge, jump, do whatever it takes to get out of your opponents' grip so
you can try to get back at your foe.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
You want to treat these guys like Swordsmen. You're really just a
faster version of them who is only slightly weaker, so act accordingly.
Toss them around and entrap them in multiple back and forth hits with
the Falco Phantasm. It's also a good idea to blast at these guys with
the Firebird.
Long Range: (Ness, Samus, Mewtwo)
Your reflector is invaluable here. Whenever one of these characters
fires a high-powered blast at you, quickly hold down + B, and you'll be
saved from what could be a painful death. Your reflector will even
protect you from Ness' PK Flash. Otherwise, treat these guys like Close
Ranges, and juggle more than you normally would, since that's their
weak point.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Don't let these guys touch the ground, and they'll have a lot more
trouble. Since Falco's smash attacks tend to send enemies high in the
air, use them a lot. Edge-guard like crazy, and lightweights shouldn't
be able to harm you badly.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Heavyweights are the difficult ones for Falco. Basically, do what you
usually do and don't give them breathing room. You'll want to rely more
on your blaster, since these guys have mostly close-up attacks. Also,
be sure to blast at them with the Firebird, and don't bother using the
Falco Phantasm. You can win if you work at them long enough.
~Falco is playable by beating 100 Man Melee OR by playing 300 Vs.
matches.
*******************
**** DR. MARIO ****
*******************
---BACKGROUND---
Dr. Mario, drug dealer...er...pharmacist extraordinaire, makes his way
into the all-star cast of Super Smash Bros. Melee as a hidden
character. Prancing around in his stylish white lab coat, he can make
short work of any opponent (provided you follow this guide) and still
have it appear effortless. First arriving on the NES in his own game,
Dr. Mario helped you destroy viruses in a clever Tetris clone, also
called Dr. Mario. Most recently seen on the N64's incarnation of the
game, Dr. Mario returns to kick some *deleted* with a MELON.
---GENERAL INFO---
While Dr. Mario may be just a clone of his somewhat faster counterpart
Mario, his well-rounded skills make him an equally wise choice for
beginners and experts alike. Although lacking in far ranging
projectiles, Dr. Mario more than makes up for it in his strong close
range attacks. Diving right into the scrap is what Dr. Mario is about,
specializing in quick, fierce jabs and the occasional throw. Being a
skilled attack sniper can cheese out CPU opponents and frustrate human
players to the point where choosing anyone but Dr. Mario seems
questionable.
Dr. Mario's strengths lie in his Smash Attacks, which include the very
powerful Meteor Smash, and his speed. Even though Dr. Mario has
powerful attacks, he is not hindered by the slowness you would expect
from Bowser or Donkey Kong.
---REGULAR ATTACKS---
Forward Smash
Dr. Mario's forward Smash works best when closer to the opponent. Not
far away as in off the screen, but two or three paces back. The
electrical blast can knock the wind out of most characters, so smash
away.
Down Smash
Dr. Mario spins his feet around like a drunken break dancer and clears
out the pack of fools that dare come close to you. Use this to clear
out a clump of characters, or beat somebody away from the edge who's
trying to get back to the platform. Charge it up fully and you can send
your opponents to the moon.
Up Smash
This move is useful when an opponent is jumping towards you or is
falling down from the sky. This knocks them off trajectory and sends
them away from you. Also use this when you yourself have been knocked
off the platform by using it after the double jump.
---SPECIAL ATTACKS---
B : Megavitamin
Instead of the standard fireball that Mario shoots, Dr. Mario shoots
out a pill (called a Megavitamin) that bounces along the platform,
making cool retro sound effects in the process. This being Dr. Mario's
only real projectile, it lacks the force you need to keep enemies at
bay. You can fire the Megavitamins in the air, but they fall downwards
towards the ground. The best and cheapest use for these Megavitamins is
to shoot them at somebody trying to make it back to the platform.
Several of these Megavitamins to the face will guarantee they won't be
returning this trip around.
B -> : Super Sheet
This is the Doc's version of the Super Cape. It is virtually identical,
except that it's gleaming white and probably well sterilized. It'll
flip your opponent around (great for wrecking their moves while they're
charging up) and damage them a bit. It'll also work as a reflector, but
your timing has to be just so for it to work.
B ^ : Super Jump Punch
This is virtually identical to Mario's edition of the attack. Dr. Mario
leaps through the air in a fixed trajectory and entraps his enemies in
a combo attack. It can be annoying when trying to make precise jumps,
but for the most part it's a very good move that should be employed
often.
As it's not exactly the most damaging maneuver in Mario's arsenal, and
as it causes him to pause for a moment to return to the ground (leaving
him wide open for projectile counter attacks, or opportunistic ground
assailants), the Super Jump Punch should be reserved for only the
occasions when Mario needs to clear out opponents from above him,
leaving him safe to make a landing. Also, the Super Jump Punch is an
extremely useful third jump, launching Mario in a upward diagonal path
back toward the stage in the case of an accidental fall.
B V : Doc Tornado
This is like the Mario Tornado but with more range. You can move around
more, chasing after opponents who try to escape. The final hit isn't
all that powerful, but this IS a damaging move. Use it often on those
who like to come in close.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Swordsmen are going to be ready and waiting when you try to pull your
close range hits on them. This means that you should make use of your
megavitamins and pelt them from a high perch. When the Links try to
throw projectiles at you, use the Super Sheet to send 'em back their
way. Be sure to use your Super Jump Punch from below, as well.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Keep on the ground and stay there firmly. They're going to be jumping
all over the place, so be ready to catch them in a deadly Doc Tornado.
It can really mess up their combos if you spin them around with the
Super Sheet, so use that liberally. Keep at it. They're faster, but
you're stronger, and you'll be happily surprised when you see whose
percentages are higher.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
When it comes time to face close ranges, it's time to know how you
play, and counter it. You should always know what the best thing for
your opponent to do is, and then counter it. Give them a heavy dose of
vitamins (ha ha) and watch out for their smashes. It all comes down to
skill, here.
Long Range: (Ness, Samus, Mewtwo)
Two words: Super Sheet. Reflect those shots and missiles, and they
should end up hurting more than you. Be sure to juggle, as well, and
make them back into a corner. Only Samus can properly defend herself up
close, so act accordingly.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Lightweights use their special attacks a lot, so be sure to use yours.
Most of their attacks require you to be somewhat close, so naturally
you want to keep away. These characters can sometimes suicide if they
use the wrong move at the wrong time, so try and trick Jiggly into
rolling off a cliff, Kirby into dropping into a pit, and Zelda into
teleporting somewhere dangerous.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Watch out. Heavyweights have tons of power, and Dr. Mario, while
strong, will have to work extremely hard to clear them away.
Fortunately, their power moves have abysmal recovery time, so swoop in
to hit them after they finish whatever uber-powerful attack they have
in store. Use your Super sheet to foul up their smashes and charge
moves, and stay on the move. Just don't stay in one place and try to
keep in control.
~Dr. Mario is playable by beating Classic mode with Mario without dying
OR by playing 100 Vs. matches.
***************
** GANONDORF **
***************
---BACKGROUND---
Ganondorf, the mortal enemy of Link and Zelda, makes his triumphant
leap to 128 bits after starring in a dismal total of 1 games on the
N64. Before that, he was featured in just about all of the original
Zelda games, or at least his Triforce Induced Pig-like form, Ganon was.
In Melee, he's a secret character, referred to as a "clone" of Captain
Falcon. The word clone does no justice to just how great of a
powerhouse Ganondorf really is. With his souped up Captain Falcon
moves, in the hand of a master, Ganondorf can obliterate opponents, and
on a small level, he's downright unfair.
---GENERAL INFO---
The secret to playing Ganondorf lies in his power moves. Used
correctly, his warlock punch will KO just about any character with
minimal damage. His only real problem is how slow he is, but only in
running speed. his hits are as quick but yet more powerful than Captain
Falcons, and it takes a bit more to knock him off. The key strategy to
Ganondorf is to hit hard, and prey on the weaklings. If you go and
attack the ones with either the highest hit percentage or the smallest,
Ganondorf will easily take them out. Also, learning to dodge back and
forth around characters is key, as his dodge flips you quicker than you
would go if you were running.
---REGULAR ATTACKS---
Forward Smash
An elbow hit, but yet very very powerful. It will KO opponents with the
higher percentages, but only the very high. Great for clearing an
opponent from you.
Down Smash
If you hold it and charge it, he'll kick incredibly powerful on both
sides of himself, and opponents will, if hit in the second kick, go
flying in the air straight up. This is a great kick to perform in a
combo, as the flying enemy is then ready for your smash attacks.
Up Smash
If charged, this attack will send a kick flying upwards, which is great
for juggling, but a bit slow.
---SPECIAL ATTACKS---
B : Warlock Punch
An insanely powerful punch, when charged up, this punch will not only
KO just about anyone on contact, but it will also envelop the character
in a purple haze and darken their color scheme for a little while. It's
pretty cool to watch, and if you can get this punch off at full power,
then you will be dealing some major damage.
B -> : Gerudo Dragon
This is one of my favorite attacks, as it not only deals some damage,
but it throws the character upwards, prone to a combo hit or two. It's
a great way to clear the character from the stage, and teams can use it
as a pitch, to which the other player would bat the character off the
stage. Once again, it envelops the character in the same purple haze.
B ^ : Dark Dive
Ok, the Captain Falcon grab was and is a good move, but just the fact
that Ganondorf's shocks you, envelops you in the purple haze, AND does
more damage is reason enough to misuse this. It's a great move in the
fact that if you successfully pull it off, you can do it again and
again on other badguys. This move is a great one to pull off when
enemies are trying to get back on the edge, because if you pull it off,
you can just do it again to get back on the edge. If you're going one-
on-one, use this often. Remember, it doesn't matter how you do the job,
just that it gets done.
B V : Wizard's Foot
A heavily modified Falcon Kick, this kick has you sliding across the
stage to deal a fair amount of damage. It's not Ganondorf's best move,
but it's good for getting a pesky character from touching you if you're
trying to escape them.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Ganondorf has a fair amount of range to his close up attacks, and if
you really want to be cheap up against swordsmen, utilize the fact that
their sword swipes take some time to hit and roll under them to perform
a heavy smash hit to their backside. If you're coming down on top of
them, use the down-b downward dive kick on top of them to prevent them
from juggling you. But the main move for Ganon when facing any enemy is
the Gerudo Dragon, because it will throw them upwards and can be used
as a combo, or as a lob for other players to hit.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Ganondorf does not work well with these characters, and you must be
quick to roll. Try hard to just deal heavy damage to the smaller
characters in this set, and use the Dark Dive to keep them off the
stage. Captain Falcon is a match of duality, but realize that
Ganondorf's attacks are much more powerful, and so if you watch, his
hit percentage should rise faster than yours, meaning he'll be much
easier to KO.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
As you don't really have any projectiles, the best thing to do to these
characters is the moves that can hit them and start from far away, like
the Wizard's Foot or Gerudo Dragon. The Gerudo Dragon is especially
fun, as you can then jump and Dark Dive them away from you, and repeat
if necessary. Try to not get close to them, because if you do, they'll
hit you before you can fully power up a move necessary to escape or
deal damage.
Long Range: (Ness, Samus, Mewtwo)
Well, Ganondorf's strength relies on his ability to get up close to the
other characters, but he does have some moves that have range, like the
Wizard's Foot. Try to catch the long range characters in strong hits
and punches, or toss them up. If you do get them in a close up attack,
you will win with your superior strength. Running away will just make
you into a target.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
If you can get the first hit off, then you can KO this chumps easily.
Just be sure to keep your fingers ready for shielding, and use EVERY
attack on the lightweights. If you keep coming at them from all sides,
you'll be sure to land a lot of hits. Just watch out for the hits they
can land on you, and keep yourself spry. It's good that Ganondorf is a
quick heavy hitter, because when you're up against the lightweights,
you'll need that speed.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Battles between heavy hitters is basically one of Last Man Standing.
Ganondorf is probably the best of the pack here, and can quickly
trounce the others if played right. Stay in the middle of the stage,
and then just land hits on the other heavy hitters as they approach
you. If they succeed in knocking you off, you have a lot of jump still
in you, so don't worry. Just keep on using smash moves to knock them
away, and then keep them off. If you're up against DK, hit him off and
Dark Dive him till he's under the level of the platform, where he can't
return.
~Ganondorf is playable by beating Event #29.
****************
** YOUNG LINK **
****************
---BACKGROUND---
Young Link is Miyamoto's original vision for the hero of the Zelda
games (a vision he is trying to reproduce in the GCN version of Zelda,
but we won't get into that). He is seven years younger than Link's
adult form, and retains his youth and innocence. The division between
Young Link and Adult Link occurred with The Legend of Zelda: Ocarina of
Time where players started the game as Link at ten years old, and
finished the game at the age of seventeen. Young Link was also featured
in The Legend of Zelda: Majora's Mask, where he donned magical masks
that could transform him into a Goron, a Zora, or a Deku Scrub.
---GENERAL INFO---
Like all of the clones in SSB:M, Young Link retains the same moves as
his base character (Link), with a few notable differences. He's quite a
bit quicker and more nimble, but the moves that were excellent
finishers as Link are somewhat less effective. Young Link has to
struggle quite a bit to get rid of pesky opponents. That being said,
Young Link is still extremely skilled at weakening opponents, and is
very handy in team battles where he can raise percentages while a
partner can knock opponents out. Also, Young Link is an extremely
skilled juggler. Not only does he keep enemies in the air, but he jumps
up there after them for powerful aerial attacks.
---REGULAR ATTACKS---
Forward Smash
Young Link charges, and swings his sword out. This is pathetically
weak, except for one thing: pressing A again will cause him to release
a second hit, which is significantly mroe powerful, and is one of Young
Link's few good finishers.
Down Smash
Here, Young Link will slash out on both sides, tripping up opponents.
You won't be using this much, since the sword spin is much better in
those situations where you're surrounded.
Up Smash
Young Link's up smash is three quick swipes above his head. It'll never
KO an opponent unless you're playing in sudden death mode, but it sure
is handy for hurting enemies. If you miss with one strike, you may just
hit with the next.
---SPECIAL ATTACKS---
B: Fire Bow
This move operates identically to Link's bow, but is much more
powerful. Why? Because the arrows are flaming. This is infinitely
useful, and is one of the best projectiles in the game. Never hesitate
to pelt an opponent with these fiery pointy sticks of doom.
B -> : Boomerang
This isn't a lot different that Link's boomerang. Throw it, it'll fly,
and then it'll come back. Even if you miss at first, you can jump
around a bit to alter its trajectory so that it hits enemies on the way
back (it'll always try its best to home in on you). Also, if you smash
with it, instead of just tilting the control stick, the boomerang will
fly farther.
B ^ : Sword Spin
This move is a lot like Link's, but you'll want to do it in different
places. It's crap in the air, now (it knocks enemies too far away to
hit them again, but not far enough to KO them), but on the ground it'll
pull enemies in and entrap them in a multi-hitting attack that sends
them flying at the end, much like the Mario Tornado. Never hesitate to
use this move in a tricky situation.
B v : Bomb
Another good porjectile, the bomb is also handy for damage racking.
Best of all, if a character uses their shiel to bounce it upwards,
it'll fly into the air, then fall on them again. Just be sure you don't
hold it for too long. It'll explode in your face, too.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Unfortunately, your Kokiri Sword is the smallest of the bunch here,
meaning that you'll have to stay back and rely on projectiles. Pelt
these guys with fire arrows and bombs until their damage is in the high
hundreds. Then, finish them with the down + A midair sword stab, or the
second hit of your forward smash attack. It's easy as pie against Marth
and Roy, but facing another Hylian hero can be difficult, since they
can projectile you back. You'll want to find a superior sniping perch
against Link and Young Link, and occasionally swoop in for an aerial
attack.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys are fast, but Young Link's no slowpoke himself. battles here
will inevitably become close-up brawls, so make good use of your sword
spin on the ground. Take to the skies if you're feeling overwhelmed,
and keep whittling away at their defense, without letting them do it to
you. You should be able to clear them out eventually.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Young Link's no slouch at close-range fighting either. If they want to
get down and dirty, be ready to oblige. Use your ground sword spin
liberally, and use projectiles when necessary. Close range fighters
aren't a serious problem here.
Long Range: (Ness, Samus, Mewtwo)
Aerial, aerial, aerial! These guys are dangerous when grounded, but if
you can get them into the air and keep them there, you'll have an
incredibly easy time beating these guys. They're useless in the skies,
so capitalize like mad on that.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
On the upside, these are the only characters who are REALLY susceptible
to your finishers early on. On the downside, their special moves are
absolutely brutal. It's time to be the artful dodger, and use the L & R
buttons frequently to escape their various projectiles, blasts, and
hits. If you can get the jump on lightweights early on, you can win
with no problem. Just watch out for Sheik, because her speed can be
difficult to counter.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
No problem. Their attacks are very slow, and Young Link is a very fast
dodger. You can literally outrun Ganondorf's Wizard's Foot, leap over
DK's Giant Punch, and shield yourself from the Bowser Bomb with ample
time. Heavy hitters are tough to finish, but easy to weaken, and easy
to dodge. The battle will be long, but certainly not hard.
~Young Link is playable by beating Classic Mode with 10 characters OR
by playing 500 Vs. matches.
****************
**** MEWTWO ****
****************
---BACKGROUND---
Mewtwo, the 150th Pokemon, is greatly feared and respected by many
trainers in the world of Pokemon. This psychic Pokemon was cloned from
Mew, and can only be found in a very remote cave in the game. However,
the search is well worth it for any trainer looking for him. Mewtwo's
psychic powers are unparalleled, as are his Recovery skills. Mewtwo
finally brings his powers to the world of Melee, where his psychic
abilities can match the brute strength of any foe.
---GENERAL INFO---
As you would probably guess, Mewtwo mainly uses his psychic powers
while fighting, but not in the way you might think. With his psychic
powers, Mewtwo can create and fire dark energy, which can be
devastating to his opponents if used correctly. This dark energy is
used for everything from weak A attacks to creating a giant dark ball
and shooting it at your opponent.
Mewtwo's throws are among the most powerful in the game. In his up
throw, Mewtwo twirls the opponent around his body using his mind, then
throws his opponent straight up into the air with great force. And in
his front throw, Mewtwo kind of holds his opponent in the air and
pummels him with small dark energy balls. Not great for throwing people
far, but perfect for racking up damage. It can hit multiple opponents,
too.
One thing to keep in mind is that Mewtwo is not best designed for
sending opponent's flying. Instead, he is designed to be a very
"technical" character, using many moves to throw his opponent off guard
and set up for the few strong attacks Mewtwo has. Also, I would
reccomend you stay grounded while fighting as Mewtwo; for some reason,
he seems lighter and easier to knock out in mid-air. Probably because
it's his psychic powers holding him up.
Mewtwo's jumping skills are quite good, double jumping much in the same
way as Ness. While in the air, Mewtwo has two particularly powerful
attacks. With his neutral A attack, he charges himself with
electricity, which will shock anybody nearby. This can rack up some
SERIOUS damage if you shock them for long enough. And with his Side+A
attack, he charges his hand with dark energy and lashes out at his
opponent. It'll send nearly anyone with decent damge flying.
---REGULAR ATTACKS---
Forward Smash
With his Forward Smash, Mewtwo drives his hands forward (like how Ryu
shoots a Hadoken) and shoots out a bit of dark energy. The good thing
about this attack is that it's quite powerful, and has more range than
most Forward Smashes. However, it's can be pretty slow, and dodged
fairly easily by someone expecting it. Not recommended for repeated use
on small, quick targets.
Down Smash
Like many of Mewtwo's moves, his Down Smash is different from most
other characters. Instead of sweeping those around him, Mewtwo points
in front of him with one finger, creating a small energy explosion at
that point. Again, it can be slow, and you must be facing the opponent
and fairly close to him/her for it to work. But when it hits, it is
nearly as powerful as Mewtwo's forward smash. It'll usually send them
flying upward, giving Mewtwo a good chance to juggle or take advantage
with his powerful midair attacks.
Up Smash
Yet another dark energy move. In this case, Mewtwo drives his palm
upward, creating a ball of energy in his hand that will strike multiple
hits on anyone who touches it. Does some pretty good damage by itself,
but won't send anyone flying unless you can keep them on the ball of
energy until the end of the move. In that case, they will go flying
upwards, knocking out nearly anyone with higher damage. Mewtwo's
primary juggling move.
---SPECIAL ATTACKS---
B : Shadow Ball
Mewtwo reaches back and cups his hands, then begins charging up an
energy ball. The ball gets larger and larger until it is about half
Mewtwo's size. If it's shot at that stage, it can be one of the most
powerful projectiles in the game, rivaling Samus's Charge Shot in
strength. Also like Samus' charge shot, it is possible to move while
charging just by pressing left or right while charging. However, one
difference is that once the ball is done charging, you will not break
from that stance until you move or shoot the ball. And once you shoot
the ball, it will go in a slightly zig-zag pattern until you hit your
target or a surface. Because of this zig-zag pattern, aiming can be
hard, so try to use this at point-blank range or shooting it into a
crowd of people.
B -> : Confusion
With Confusion, Mewtwo reaches out with his hand and clutches at the
air, which lifts any nearby opponents in front of him and spins them
around in mid-air. When they land, they're facing the opposite
direction. It works much like Mario's Cape, in the fact that it turns
opponents around, causes little damage, and won't send opponents
flying. However, it has a bit more range, and in some instances can
block projectiles. Very useful for "Confusing" anyone who tries to land
a strong attack at point-blank range.
B ^ : Teleport
Does exactly what it says. With a small flash of light, Mewtwo will
dissapear, only to appear higher a second later. After disappearing,
you can tilt the control stick in the upwards direction you would like
to go. It doesn't send you as far as Zelda's (closer to Shiek,
actually), but it's still great for coming back to a stage, or even
dodging an attack as it moves very quickly. Plus, it looks pretty damn
cool.
B V : Hypnotize
Here, Mewtwo jerks his head forward, shooting out a small ray with his
eyes. Anyone close and in front of Mewtwo will be Hypnotized, similar
to what they would look like if they were struck by Jigglypuff's sleep
(except not sleeping). Again, this move isn't really for attacking as
it is for throwing your opponent off guard. If you're fighting on a
team, this move is a perfect set-up to a strong attack from your
teammate, as it is fairly quick and will not leave Mewtwo very
vulnerable.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These men can give you trouble if you try to take them out with your
normal attacks, due to their smash attack range being greater than
yours. Ergo, don't use your normal attacks. Simple, eh? Instead, try
attacking them from the air, using Confusion and Hypnotize, anything to
throw them off guard while you either A) charge up your Shadow Ball or
B) get behind them to use your smash attacks. Beware while you are in
mid-air, however; the swordsmen have the ability to shoot you out of
the sky if you're not careful.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys will probably give Mewtwo the most trouble, as a good deal
of his attacks take a bit of time to use. So, when facing them, play on
the defensive. If they charge at you, hit them with a Confusion or
Hypnotize to stop them in their tracks. If they come from above, use
your A+ ^ Smash to shoot 'em outta the sky. And if they ever get close,
grab 'em and shoot them straight up in the sky. While doing this, look
for an opportunity to use your Shadow Ball or your stronger smash
attacks. Your original tactics should eventually rack up enough damage
to send any of them flying with one strong attack.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
You OWN these guys. Mewtwo's close range attacks have a better range
and are almost always more powerful than theirs. However, be cautious
of the projectiles the Mario brothers and Ice Climbers use. If they're
smart, the projectiles can throw you off guard while they get inside
and pound the hell out of you. So, avoid the projectiles when you can,
or absorb the damage and wait for them to get close enough for you to
smack them. The key thing here is not to let them get TOO close. Do
that, and you'll be set.
Long Range: (Ness, Samus, Mewtwo)
Ness should be virtually no problem here. All you need to do is avoid
his PK Fire and follow the advice for the Close Rangers above. Samus is
a different story. Because she has fairly quick projectiles with her
missiles and energy shots, they can be hard to avoid since Mewtwo
doesn't move very fast. What you need to do in this case is use your
shield liberally while slowly closing in on her. Once you can get close
enough to prevent her from using projectiles, you should be sit. Do
watch out for her quick smash attacks, however.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
The main problem with the two pink puffballs is that they're too damn
small. Your most powerful attacks, save your A+Down Smash, will have a
very hard time hitting them. Instead, make an attempt to grab them and
throw them, or get them in the air somehow. Juggle as much as you can,
then repeat the process. Soon, you'll have enough damage to send them
flying with a decent attack. As for Peach and Zelda, the main problems
are with their speed. But this proves to be a small obstacle indeed.
Following many of the tips used for Speedsters will help you out here,
as Zelda and Peach have very little else that provides a threat to
Mewtwo. Buuut, what about Shiek? If you're not careful, she'll juggle
you like a friggin chainsaw at a state fair. So, don't give her that
opportunity. Avoid her when you can, use your shield liberally and take
advantage when you block an attack. Just keep on your toes and don't
let Shiek take advantage, and you'll be fine.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Mewtwo can take care of DK and Bowser fairly easily. As slow as Mewtwo
moves, it's nowhere near as slow as those two. He'll be able to avoid
their attacks easily, then land attacks of his own while they're
recovering. Ganondorf, on the other hand, might present some problems.
His attacks aren't as slow as Bowser or DK, but they're just as
powerful, plus he moves faster overall. If he ever tries to land a
Smash or B button attack while you're both grounded, you'll have enough
to time to stop him with a Confusion or Hypnotize. The main thing with
Ganondorf is to STAY OUT OF THE AIR. He will kick your ass up there
with his B + Up attack and his powerful mid-air punches and kicks. AS
long as you both stay grounded, you should be alright.
~To unlock Mewtwo, you must either rack up 20 hours of combined vs.
play (20 hours with 1 human player, 10 with 2, and so on...) or play
700 vs. matches. It's SUGGESTED that you simply leave your Gamecube on
overnight and leave a game going to get the 20 hours.
*************
*** PICHU ***
*************
---BACKGROUND---
Pichu first appeared in Pokemon Gold/Silver for the Gameboy Color (they
were released simultaneously) as the pre-evolved form of Pikachu that
you would receive by breeding 2 Pikachus. Since that Pichu has also
been featured in Pokemon Stadium 2 for the Nintendo 64, Pokemon Crystal
for the Gameboy Color and a game for the Pokemon Mini. Pichu wasn't in
the original Super Smash Brothers and comes to Melee as a 'clone' of
Pikachu.
---GENERAL INFO---
Pichu is the lightest character in the game. Some of his attacks don't
do as much as Pikachu's. Whenever Pichu uses an electric attack he
damages himself (because he is as competent with electricity as Pikachu
is). When you look at those stats Pichu does appear to be crappy. Fear
not as no character is crappy in Super Smash Brothers Melee. Pichu is
like a speeding bullet in speed not only is he a quick runner; his
attacks are fast as well. He has some very powerful moves and has good
dodges. The damage that he does to himself is quite minimal as well.
Pichu has an awesome <- throw to so use it as well. Although Pichu is
light and easy to knock around with practice and skill you can become a
Pichu master.
---REGULAR ATTACKS---
Forward Smash
Ahh... the beloved meteor smash. Pichu charges up and shoots out a small
electric charge. This attack doesn't hurt you that much (about 2%) and
sends enemies flying. It's an excellent finisher. The attack takes a
few seconds to perform it can be a good edge guarder against players
with slow jumps.
Down Smash
Pichu swings his head to both sides of him bashing enemies. It isn't
that fantastic since Pichu already has a clear-out move (thunder). If
you need to clear out quicker though then use this move.
Up Smash
Pichu slams his head into the air above him. It's quite powerful and a
great build-up to his thunder attack. It's also good to start a juggle.
---SPECIAL ATTACKS---
B: Thunderjolt
Pressing the B button will send out an electric charge that'll bounce
up and down off the ground until it hits somebody. It does about 8%,
but does 1% to you. It is Pichu's only move that he can hit someone in
the air with. If you use the Thunderjolt in the air or on the edge of a
platform it flies diagonally until it hits someone. Great if you don't
want to bother with Thunder as an edge-guarder.
B ->: Headbutt
Quite simply Pichu's best move. If you press ->+B Pichu will fling
himself a little hitting an enemy in front of him. It does moderate
damage. If you hold it, it can become a killing machine. Holding it up
fully can do a blow as devastating as the Falcon Punch. Pichu flings
himself forward more the more it's charged up so charge with caution if
you're on a small stage. Oh it only does about 1% damage to Pichu too.
B ^: Quick Attack
This is Pichu's come-back move. It's very quick and it sends you quite
far. Pichu shoots himself into the air. If you tap the control stick
again you will do what's called the double teleport. Unlike Pikachu's
however it doesn't damage enemies. 1% damage to yourself if you do a
single teleport an extra 2% damage if you do another one.
B V: Thunder
Now we're getting to the good stuff. Thunder is an unbelievable
powerful clear-out move. Pichu calls upon a cloud in which a lightning
bolt comes out and hits Pichu. There are 3 strategies for this move.
The first is as a clear-out move. Since there's a small span of
electrical charge coming out when Pichu hits himself you can hit
multiple enemies if they're crowding around you. The second is an
ultra-hyper cheap edge-guarder. It's almost impossible for the enemy to
dodge this if the timing is right. The third is if enemies are on a
higher platform if you're directly underneath them you can hit them
from above. As an added bonus if you use that method you don't get
hurt. The other two methods will probably do about 4% damage to
yourself.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Swordsmen are a huge pain in the ass. However, they suck at aerial if
you can start at them from the air then get down on the ground to do
battle you should be fine. You can also use your Thunderbolt to stun
them then waltz up and close range the hell out of them. Your throw is
a good idea ass they are pretty weak against edge guarding. Frequent
dodges can also work (ex. You run up to the enemy and dodge back. You
repeat then the next time, flip to the other side of him and attack).
Remember about Roy and Marth's Counter attack, as it seems to be
forgotten quite frequently.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These folk are about medium difficulty for Pichu. Fox and Falco
shouldn't be too hard as they have strong aerial ability; use your
Thunder to kick their ass. Capt. Falcon isn't that much trouble either
because of your quick aerial ability. His good attacks are all slow or
start from a distance so use thunderbolt to stop the Falcon kick and
the B-> attack while dodging his other attacks. The Pikachu/Pichu duo
are VERY annoying. Your excellent edge-gaurding abilities don't matter
at all. Your faster than Pikachu so use your speed to your advantage.
Pichu should be thrown frequently as speedsters all seem to be
vulnerable to throws and you have an excellent one.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Ahh... the close-rangers; sometimes they are the hardest, sometimes they
are the easiest. Your victory is pretty dependant on how well they
utilize their projectiles. For the Mario team it'd be best to remain
aerial as you have good air attacks. Juggling them is also does well.
For Yoshi, Game and Watch and the Ice Climbers you should dodge
frequently. They have awesome smash attacks and will KO you at any
point of weakness. You have superior projectiles and they all are weak
against edge-guarding. With the exception of Yoshi you should use
Thunder as frequently as possible.
Long Range: (Ness, Samus, Mewtwo)
Throw everything you've been doing before out the window as these guys
are the only you should stick to. Stay grounded too as all of them have
excellent aerial attacks. You should be able to dodge their projectiles
without skipping a beat and they have crappy ground with the exception
of Ness's bat. They're completely helpless against your thunder.
Whatever you do though, do not edge-guard Ness.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These guys are tough. Pihcu is quite vulnerable to juggling so stay
grounded. With the exception of Zelda all can be edge-guarded to death.
They're also fairly slow so try dodging. With the exception of Kirby
they all are good juggles. Their projectiles are slow so starting with
a thunderbolt is always a good idea. Use the same strategies you would
for Capt. Falcon against Shiek.
Heavy Hitters: (Donkey Kong, Bowser, Gannondorf)
These guys would seem hard but with the right amount of dodging can
become very easy. None of their hard-hitting attacks are quick so
dodging the right way can be great. Bowser's Down-B move takes a fair
while to actually start so you can juggle them easily. Bowser and
Donkey Kong can be edge-guarded quite easily, but Gannondorf is more
troublesome to edge-guard. Using your quickness and agility should
allow you to prevail. Stay on guard as they take a lot to defeat and
even if they haven't hit you your damage will still rack up and one
well-placed DK Punch/Claw Swipe/Warlock Punch/whatever can kill you.
Stay alert and you should be fine.
~Pichu is unlocked by completing Event 37
**************************
*** Mr. Game and Watch ***
**************************
---BACKGROUND---
Originally starring in the Game and Watch portable series (created by
Gunpei Yokoi) this character came as a total surprise. He has starred
in many games including the popular Fire Rescue Game and Watch. This
monochrome simplistic looking character never had a name until Super
Smash Brothers: Melee came along.
---GENERAL INFO---
What makes Mr. Game and Watch rock are his amazing smash attacks. They
rack up a great amount of damage and -most importantly- they send
opponents incredible distances. Mr. Game and Watch also has a decent
throw, good comeback ability, a move that has the potential to do 100%
damage and has quick jumps. His main downside is he's incredibly light.
He's tied with Jigglypuff for 2nd easiest to hit off (the easiest is
Pichu) and he can't run very quickly. However in the right hands he can
still be amazing.
---REGULAR ATTACKS---
Forward Smash
Mr. Game and Watch's best attack period, he pulls out a frying pan and
smacks the opponent. Using this you can both rack up incredible amounts
of damage and send them flying. It's also very quick. It is the perfect
finisher and is also very good for edge-guarding. Never hesitate to use
this move.
Up Smash
This one is great at sending opponents flying off the top of the
screen. Mr. Game and Watch puts on a scuba mask and headbutts the
opponent to oblivion. It's a good juggle-starter and racks up a fair
bit of damage too. If someone is coming down it can block most attacks
too.
Down Smash
This attack isn't as powerful as the other two but it can still be
useful. Mr. Game and Watch pulls out two hammers and smashes both sides
of him. It usually isn't that great of a move but if you have an enemy
on both sides then use this move. It's a great clear-out move.
---SPECIAL ATTACKS---
B : Sausages
Mr. Game and Watch pulls out his frying pan and flips sausages into the
air. This move actually has two uses, it can be used as a long distant
sausage attack or a close up frying attack. As far as the sausages go
they're not very powerful but they are his only long distance attack
and have varied distances. It's great to use to hit someone trying to
come back to the platform. The second use is close distance. Mr Game
and Watches frying pan is very hot so if someone touches it they can
get hurt. It's good to use this to hit them back the pummel them with
sausages.
B -> : Hammer
Mr. Game and Watch takes out a hammer and hits the opponents. The
number on top of Mr. Game and Watches head shows how much damage it''l
do and possibly it's effect. The numbers range from 1 (incredible weak)
to 9 (amazingly strong and can almost instantly kill the opponent).
Some of them also have effect. For example if the number is eight the
opponent will be temporarily frozen. The more you use this the better
chance of it being a nine is so use it often.
B ^ : Trampoline
In this move two firefighters magically appear with a trampoline and
bounce Mr. Game and Watch into the air. Mr. Game and Watch gets sent
pretty high up in the air so it's a good comeback move. It can be used
to hit someone but it's usually pretty useless. It doesn't send them
very far up and does little damage. Only use it to hit someone on a
platform above you or to start a juggle.
B V : Oil Spill
This has the potential to be THE most powerful attack in the game. Mr.
Game and Watch holds a bucket that can catch projectiles. That's not
all however if Mr. Game and Watch catches three projectiles then he'll
turn glowing. If you press down+B again he'll dump the contents out
doing major damage. You move a bit slower though. The best strategy for
this attack is to wait for the ideal time to attack. When you're new to
Mr. Game and Watch you'll frequently miss but with enough practice you
can use this for an instant KO.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These are Mr. Game and Watch's worst enemies. It's hard to get close to
them so it's best to hit them with sausages then start juggling them.
Marth and Roy are tough because of their counter and huge swords so try
to dodge often and smash when you get the chance. The Link's might
throw projectiles at you so suck them into the bucket. A good strategy
would be to hit them into the air. If they use links aerial down A move
then dodge at the last second and smack them with your frying pan.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys are quick but precise timing will do you good. When one of
them come running up then use a smash A attack on them. Remember to use
the bucket to suck up their projectiles too. Pikachu and Pichu are
easily knocked around so smash often. For Fox and Falco you'll just
have to use timing. They are easy to juggle so use that to your
advantage. Captain Falcon will give you the most trouble but his
attacks are slow so you'd be best to dodge then smash him and edge
guard (watch out for his up+B though)
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys should be pretty easy because you have powerful smash
attacks. For Mario, Dr. Mario and Luigi get close and keep on smashing
your heart out. Yoshi has the same strategy except watch out for his
eggs and his down-B move. Ice Climbers will give you the most trouble
since they have better smash attacks then you so your best bet would be
to separate them then keep on attack one and make sure the other
doesn't get near. When facing another Mr. Game and Watch try a mixture
of sausages and smash attacks. It's essential to see what kind of a
fighter he is.
Long Range: (Ness, Samus, Mewtwo)
These guys are Mr. Game and Watches greatest strength. If they go far
away and try shooting projectiles at you then take out your bucket and
unleash oil on them. If you get close to them you can pummel them with
your smash attacks. Be sure to dodge Ness's bat and watch out for
Mewtwo's smash attacks; they're pretty powerful. The main trick Samus
has up her sleeve is the screw attack so practice your air dodges.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Mr. Game and Watch shouldn't have too much trouble with these guys just
smash, smash and smash. Their tremendous comeback ability is no match
if you hit them right off the side of the screen. They have quick
attacks so Mr. Game and Watch's run A will be useful. Once you get them
off the stage edge guard like mad. Jigglypuff's rest attack is
extremely dangerous so watch out. Try using sausages to lure them in
then smash them into oblivion.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These guys shouldn't cause too much trouble. Make sure to smash a lot.
It may take longer but they're really slow so hitting them should be
hard. Most of their attacks are slow too so dodge frequently. Ganondorf
can annihilate you with combos so dodge often. Edge guarding is a good
idea but they all have hurtful up+B moves so be weary and dodge.
~Mr. Game and Watch is playable by completing all of the Target Tests,
Adventure Modes, or Classic modes for the other 24 characters.
----------------------------------------------------------------------
5. LEVELS
ICICLE MOUNTAIN
An update of a level in the classic game Ice Climber, this stage is one
of the more interesting stages of the game. For one thing, there are
many many different platforms for the player to be on. Another thing is
that the level will periodically move upwards or downwards, either
quickly or slowly. Not only does this add to the challenge of the
level, but it also adds a certain amount of strategy that is needed
while playing.
Unlocking: Already Unlocked
Size: Moderate; doesn't side scroll, only up and down.
Hazards: The level scrolling either up or down at varying speeds.
Strategy: Play defensively here, and try to smash approaching opponents
off the sides. Players will die a lot here, so staying alive when the
stage moves is key. Good jumpers will usually win here, but even a
skilled heavyweight can survive. If you can, try to time a meteor
attack when the stage is rising at its fastest speed, in order to
completely finish your opponent.
***
PRINCESS PEACH'S CASTLE
On this level you fight atop Peach's castle from Mario 64. There really
isn't too much to this level, besides the main roof being divided in
two by a spire. There are buttons that randomly appear that can be
pressed that will make platforms appear in different areas throughout
the level, and there are two small floating platforms on both sides of
the spire.
Unlocking: Already Unlocked
Size: Moderate
Hazards: Bullet Bills will come down from the sky every once in a while
and drill into the castle, eventually creating a huge explosion.
Strategy: A good arena for some defensive battles around the spire. You
don't want to be the one to cross over the tower. Let your opponent do
that, and greet them with a smash attack. When the battles subside,
cross to the otehr side and repeat this strategy. While platforms are
added with switches, they don't substantially alter the playing field.
sometimes they can even extend the stage close for the KO wall,
requiring less effort to get rid of an opponent. When a Bullet Bill
comes, try to use throws to send your opponents over there, saving your
own skin. The blast is deadly, and a well-placed bumper can keep your
opponent stuck at ground zero.
***
RAINBOW CRUISE
A combination of Rainbow Ride and Tick Tock Clock from Mario 64, this
level is one of the levels that keeps you on your toes. You start off
on an airship, gliding across the skies. After a little while, the
airship bumps into a platform and falls to the ground, leaving you to
jump off the ship and onto the platform. The level continues to scroll
and makes you go through many different platforms, including donut
lifts, a swinging platform, and magic carpets.
Unlocking: Already Unlocked
Size: Large
Hazards: There is a big chance of people falling off, going too far, or
not going far enough off the scrolling screen. Beware. There are also
donut lifts, which fall after holding the player's weight for a little
while. Also, platforms just disappear when they near the end of the
screen.
Strategy: When you're on the boat, you want to try to knock your
opponent downwards off the left side. Let your enemies do the
approaching, and play territorial. When the boat falls, you'll mainly
want to try to hit your opponents with your Up+B moves as you climb
upwards. As soon as the stage levels out and you pass the giant
pendulum, Try to smash enemies to the left, into the quickly advancing
KO wall. When you drop, don't drop too soon, or you'll die. Tryp to hit
your opponents upwards before landing on the boat again.
***
KONGO JUNGLE
A remake of Kongo Jungle from the first game, this version adds more
platforms in the main play area (two more to be exact, bringing the
total to 4) and 2 smaller platforms off to the sides to help one come
back from a Smash Attack. There is also a barrel under the stage, which
will fire the player back onto the stage (or whatever direction it's
pointing when it's fired).
Unlocking: Already Unlocked
Size: Small
Hazards: Every once in a while, a Klap Trap will swim down the river
and go right into the barrel, causing anyone who happens to wonder in
while it's in there some damage.
Strategy: This stage makes for some crazy vertical battles. The best
palces to hit your opponents are from above and below. Strike right
down the middle to send your opponents flying, and get 'em from below
when they're on the main platforms. Along the bottom, hit them quickly
from either side. You just have to know what attack to use, and when.
***
JUNGLE JAPES
A rather straightforward level, there is one main platform in the
middle and two smaller ones off to the sides. Under the platforms is a
raging river; one that sweeps the player away in its current if they're
unlucky enough to fall in.
Unlocking: Already Unlocked
Size: Moderate
Hazards: The raging river is hard to avoid, as it seems to suck you in,
and there are Klap Traps that jump out of the water periodically.
Strategy: Since the holes are very easy to fall into, you'll want to be
very cautious. However, once you get a feel for this level, you can use
your opponents' unease against them. If you're facing a computer,
they'll almost always suicide in the river, so just be cheap and trick
them into doing that. Against a human, use those wide range moves like
the Falcon Kick, the Firefox, and the Rumble Tumble Egg. If you can
keep in control, your opponent is toast.
***
GREAT BAY
From Majora's Mask, this level consists of one main area and a moving
platform. The moving platform is a large turtle, who is familiar to
those who played Majora's Mask. Besides just the turtles back, players
can also jump on the 2 palm trees that grow on it. The main platform
has 3 areas, 2 of which are about sea level. The higher one is more
desirable to be on, as the lower ones allow for the player to be
knocked into the water easily.
Unlocking: Already Unlocked
Size: Moderate when turtle is present, otherwise small
Hazards: The turtle dives in and out of the water whenever it feels
like it, so the player must be wary of that.
Strategy: Your main concern here is to stay on the stage. Sure, it
doesn't move, but getting back onto the lower platforms can be diffcult
when you're within the water and unable to see yourself. By the same
token, knock your enemies away every chance you get. Once an enemy is
in the air, you have complete control over them. The turtle shouldn't
be too much of a concern. Most of the fighting will take place near the
lab. If you're caught in a juggling combo, escape to Tingle's balloon.
It'll pop quickly, but you'll be able to regain control.
***
TEMPLE
Inspired by Zelda 2: The Adventure of Link, this is easily the largest
level in the game. There are many different areas, like temple ruins,
underneath the temple, and on the temple. There are many many platforms
scattered about the level, and there are a few different ways to get to
certain areas from another.
Unlocking: Already Unlocked
Size: Huge
Hazards: None really, besides the immense size. It can get hard to see
your player...
Strategy: Ok, so this level is probably one of the most fun levels in
the entire game, and it might be the best from the two games. The left
edge contains a gazebo, and standing on top or on the bottom allows
maximum edge guarding ability. The gazebo's roof can be jumped through,
so if people come to challenge you, play around and through that and
use it to your advantage, before letting them use it against you. The
middle of the level has four different tiers, the top, middle, bottom,
and the very bottom. If you're on the very top of the ruins, you can be
smacked from underneath, so watch out. Smash attack people to the left,
because the right is too far away. A good strategy is to stay
underneath and jump up or drop down to be annoying, annoying like the
Hammer Bros. in Super Mario Bros. In the second layer, you have the
little cave that leads down and to the left. This is the best play to
camp if you have a high hit percentage, because if you're hit, you'll
bounce off the walls, and smash attacks won't throw you hardly
anywhere. Also, if people come into the cave from the top, use up a and
up b attacks, and vice versa for the bottom. You'll be declared very
annoying. On the third tier down, you've got a huge platform under the
main platform, a great place to dispose of the characters you've worked
up in the cavern second layer. It's fun to hit people down here, then
edge guard, and, if people attack you, jump up to safety, or run away
on the two different ways. Just don't go down to the fourth tier, the
very bottom, because falling off here basically means that you're dead.
Stay away from the very bottom at all costs, but if someone is down
there, make them pay for their mistake by smash attacking them off the
side and then guarding. On the right side of the whole stage is a set
of ruins that make projectiles a pain, so if you are a close up
fighter, stay in this area and draw the others towards you, then smash
attack them to the right and off the edge. The off screen area is a
little closer to the right side, so hitting characters off this side
will result in more explosion KOs. You can pummel characters against
the right and left side of the little knob that sticks up near the
mouth of the cavern, and longer weaponed characters can hit through the
knob.
A great strategy for beginners in this level is one I affectionately
call "making the rounds." Used in many multiplayer games, it involves
having a circular path that you go around in, hitting targets along
that track. The track is the circle through the cave, onto the third
tier, back up to the main platform and to the cave again. If you're
chased, go quicker through the roundabout, and then come down on them
when they are in a comprimising situation. I like to go clockwise,
because then I can come down on the enemies as the jump upwards to the
main platform. Park in the cavern until you realize that you're going
to be whomped on, and then run through the circle and catch the enemy
off guard. This can be modified somewhat for individual style.
***
YOSHI'S STORY
This is a very generic, simple level. It's the familiar setup with the
base platform, with three floating platforms above, arranged in a
triangle. A cloud moves along a dotted line circling either side of the
stage, but you can't rely on it to stick around. The only other thing
worth mentioning is the fact that Fly-Guys (Shy-Guys with propellers,
duh!) will fly past bearing food. You'll obviously want to be the first
to grab it, for some quick healing (nothing substantial though. It
won't be anyone's favourite level, but there's nothing wrong with it.
Unlocking: Already Unlocked
Size: Small
Hazards: Nothing dangerous, but don't stick around on the floating
cloud, or you'll be pushed off.
Strategy: This one of those levels where basic strategies will work
just fine. However, the platforms are relatively small, so aerial
attacks will probably win the day here. Of course, be sure to get all
the food that you can when the Fly-Guys come. Most characters have a
dash move that will knock opponents off to the side or into the air for
a bit, so use that to monopolize the snacks. Other than that, it's
really just a case of "May the best man win".
***
YOSHI'S ISLAND
Fashioned after Yoshi's Island in Super Mario World, this level
contains nothing special, except for the spinning blocks. You hit the
blocks, it rotates for a little while. There are 2 platforms comprised
entirely of these, and one platform over a gap in the level comprised
of these. Needless to say, playing on this level can get frantic and
annoying.
Unlocking: Already Unlocked
Size: Small
Hazards: The spinning blocks over the gap.
Strategy: Beware the center gap. Any type of attack will set the blocks
spinning, and that means it's ridiculously easy to fall in. However, a
good spike down the hole will finish an opponent, so do that when you
can. The other part that makes this level a living hell is the
inclines. There's one on each side, and they both leave you dangerously
vulnerable if you're above someone. However, there's an upside. Some
characters have attacks that become very potent when racing downhill on
the inclines. For example, if the Ice Climbers stand on the tiny pipe
just behind the big one, face right, and use the Ice Shot attack, the
ice blocks fly down the top of the pipe and race across the level
absurdly fast. Very annoying, and very effective. The inclines make
good sniping perches as well, for long-ranged characters like Samus.
***
FOUNTAIN OF DREAMS
A run of the mill level, this is very straightforward. There is one
main platform with 3 raised. The top raised one stays put, while the
other 2 go up or down, depending on the water stream underneath them.
Other that that, nothing happens in this level.
Unlocking: Already Unlocked
Size: Small
Hazards: None
Strategy: A basic level for simple fights. There's really nothing to
say here in terms of strategy, because the fight is largely dependant
on who you're fighting.
***
GREEN GREENS
A remake of Kirby's Dreamland in the original game, this level offers a
little more than its predecessor. For one thing, there are 2 platforms
added, one to each side. Separating the platforms from the main part of
the stage are star blocks (and occasionally bomb blocks) from the Kirby
games. The player can break them apart, but the bomb blocks will blow
you away.
Unlocking: Already Unlocked
Size: Small
Hazards: Wispy Woods (the tree) will blow the players a certain
direction and it tosses apples out that hurt you, the bomb blocks can
blow you away.
Strategy: Most of the action is going to take place in the center of
the level. Wide-range moves work particularly well there, as do aerial
attacks. When you have the chance, try to trick your opponents into
setting off the bombs. They're very dangerous. Also, if you can meteor
someone down below the piles of blocks, it will be very ahrd for them
to get back up.
***
CORNERIA
Basically a port of the Great Fox level from the original. You fight
atop the Star Fox mothership, and Arwings periodically fly by and fire
at the ship, highly damaging anyone in their firing range.
Unlocking: Already Unlocked
Size: Large
Hazards: Arwings that zap you.
Strategy: Compared to some of the other levels, this stage isn't very
hazardous and is a basic stage for some competitive battles. If your %
is low, try and work your opponent to one of the sides, preferably the
left side, and knock him off and edge guard to knock him out at a low
percent. If your damage is high, stay towards the middle and work up
the opponent's damage. Another good technique is to hit someone against
the side of the ship on the right repeatedly and work up some combos
there
***
VENOM
Still on the Great Fox, but at a different angle. Instead you fight on
the four wings.
Unlocking: Already Unlocked
Size: Small
Hazards: The Arwings are still here shooting at you.
Strategy: This is a much smaller level than Corneria, but it has more
sides so combos work well here. The best strategy here is to edge guard
on the wings, swing the bottom wings dip very far down and they won't
have much time to react. Meteor attacks work well from there for the
same reason.
***
BRINSTAR
A remake of the Brinstar from the original, this level remains pretty
much inact except for it periodically breaking. A segment of the level
on the right can break off if attacked enough. Also, the acid rises,
but it's not always there to save you; sometimes it goes down too far
and you'll be KOed.
Unlocking: Already Unlocked
Size: Small
Hazards: The acid rises and kills you.
Strategy: It's hard to work out good combos here since at any time the
acid can rise up and interrupt you. Be on defensive here, pay equal
attention to the level and to your opponent. Try to stay on the upper
levels longer than down lower so you'll have more warning when the acid
rises. Basically this level is a test to see who can avoid the acid the
longest. If you have a meteor attack, you can use it to drive someone
into the acid, and when they pop up, finish them off with a smash
attack.
***
ONETT
Ness's hometown is one of the few levels without edges, you just get
KOed if you go out too far. It has two houses, with a Drug Store in the
middle. The Drug Store has two awnings to fight on, but if you step on
them two much they fall down. Periodically cars speed by out of control
and skid into the level.
Unlocking: Already Unlocked
Size: Small
Hazards: Cars speed by and can knock you back and forth between the
houses or knock you out of the level. If you see the warning sign, stay
off the ground.
Strategy: A good, cheap strategy here is to get someone against the
wall and just keep repeatedly hitting them while they get stuck. You
can't do it too long though because a car could come by. Other than
that it's a pretty basic level, so just use regular strategies.
***
MUTE CITY
The F-Zero race track is one of the most insane levels of the game. You
start on a singular platform speeding along a race track. The platform
stops and disappears, leaving you to fight on the street. Then 3
platforms pop up, and cars come by. Then you speed off again down the
track. Sometimes you'll stop by a tunnel which can act as an extra
platform.
Unlocking: Already Unlocked
Size: Small
Hazards: The fast moving track can be a hazard, since if you're on the
street and the platform takes off, you'll take damage. Also, the cars
speeding by can literally knock you off your feet.
Strategy: This level requires speedy KOs. Things are too frantic for
flashy combos or special tricks, you've gotta keep on your feet and
just attack with everything.
***
POKEMON STADIUM
You play on a large table similiar to a pool table, in a stadium. There
are two platforms on either side. Every few minutes, the whole stadium
changes to reflect a random element. For grass, a tree grows out and
there are platforms around it, making the stadium look like a forest.
For water, there are a few water spouts and fountains. For rock, big
rocks along with a really large one on the left rise up.
Unlocking: Already Unlocked
Size: Small
Hazards: Not a whole lot of hazards here, not even the stage
transformations have any hazards to go along with them.
Strategy: When the stage is in its natural form, just use basic
strategies. However, when it transforms, be sure to get opponents up
against a wall and don't let them escape. The windmill in one
particular form makes an excellent sniping point, as well, and the mine
form lends itself well to attacks from below.
***
MUSHROOM KINGDOM
At first it may seem like a remake of the original Classic Mushroom
Kingdom, but besides the graphics, the design is totally different.
Instead of one main pit in the middle, there are two. The see-saw
platforms are still there, one for each pit. Also, the bricks are now
breakable, and fill a lot more of the level. Question blocks randomly
appear, and when broken reveal items. Unfortunately, the warp pipes are
gone.
Unlocking: Already Unlocked
Size: Small
Hazards: The only hazards really are your own clumsiness, since this
level can be hard to navigate sometimes.
Strategy: Unless you're a heavy character, your best bet is to stay on
the sides, away from the bricks, because they don't give you a lot of
room and you can get heavy damage from people knocking you against
them. Staying on the side is also dangerous since at low percents a
simple smash attack can KO you.
***
BRINSTAR DEPTHS
This arena takes some inspiration from both Metroid and Super Metroid -
touched off by a haunting arranged version of the classic theme
"Kraid's Hideout" from the original game. The entire structure of the
arena resembles a large, bumpy, organic rock suspended high up above an
enormous lake of deadly lava below. The stage consists of several
different fighting planes, yet only one plane is fully accessible to
fight on at a time as the entire stage will rotate every minute or so,
turning what may have been a previously safe plane into a treacherous
side-wall, or the bottom of the arena.
Unlocking: Play a total of 50 Vs. matches
Size: Small, no matter what position the rock is in.
Hazards: Nothing really worth mentioning here, unless you want to count
the TWO-HUNDRED FOOT TALL REPTILLIAN MONSTER in the background
responsible for turning the stage around every fifteen seconds as a
'hazard'. Yes, Super Metroid veterans will be delighted to see the
Brinstar-guarding mega-lizard Kraid in all his full glory here. Poor
Ridley didn't get much of a cameo in the original Smash Bros., as his
only appearance was a random shot of his shadowy figure flying across
the background in the original Zebes stage. Here, however, Kraid not
only takes up the entire screen (once again!), but he swings his
massive claws down upon the arena he towers, causing the entire stage
to completely tilt to one side or the other. Therefore, the entire
battle area is in itself a hazard! If players aren't alert, they may
fall off the rock as a result of this, making Brinstar Depths one of
the most unique, as well as nerve-racking, battle stages in Smash Bros.
Melee.
Strategy: The best strategy you want to aim for in the Brinstar Depths
is obvious -- take advantage of the rotating planes, and avoid falling
a victim of it yourself. To do this, though, you'll have to get
accustomed to your surroundings. Now, take note that Brinstar Depths,
due to the fact that it randomly rotates, is actually many arenas in
one. Technically, there are six main planes to fight on - default,
left-shift, double-left shift, right shift, double-right shift, and
triple-right shift. However, there is often a small imbalance involved
whenever Kraid returns the arena from its previous tilt, create a huge
number of different battle planes (but we won't get into them as that's
a tad too technical).
DEFAULT - aka the top side of the arena (or the area you'll always
start on at the beginning of a match). From the default position, take
note of the small, suspended rock platform to the left. This platform
serves little use other than a place for temporary recuperation. This
platform is not passable from the direct top or vice-versa (unlike most
platforms in SSBM), so the only way to get on top of it is to jump ~on~
it and not ~through~ it. This may sound like extraneous information,
but keep in mind that if you're standing on the center of the platform,
you're generally safe from attacks directly ~below~ you. Hence, this
platform serves as a good base for projectile-based fighters, as you
can send attacks from afar at your opponent, and seeing that you're on
a sturdy platform you can usually see most attacks coming (they'll
often have to jump to a level on par with yours to attack, giving you
ample time to form a defense plan). The platform also serves well for
characters with an attack that takes time to be charged (i.e. Samus,
Donkey Kong), as you're less vulnerable to many attacks while standing
on this small refuge. Beware the immediate left of the platform,
however, as it sits dangerously close to the far left side of the
arena, where you're open for a KO if hit from the right with a powerful
attack. Now, take note of the glowing pillar that sits near the center
of the plane. This small pillar serves as a guard against many attacks
(although it will not protect against smash attacks or other close
range attacks if you're standing right next to it, so keep that in
mind), and also cannot be crossed without jumping over it (er...duh.)
Take advantage of your opponent's low guard here. Keep in mind that the
enemy must jump over this pole to get to your side and vice-versa. If
the enemy advances at you by jumping over the pillar, have a ready
counter-attack ready (such as an upward smash move or a projectile
attack). If it's you that must jump over the pillar, have an escape
route ready in case your enemy decides to maul you before you land
(keep your air dodge in mind here!). There is also an identical pillar
sticking out from the right corner of the arena, which will serve
greater use later as we will discuss in the strategy. Now, at the
bottom right of the arena, another platform hangs in midair (similar to
the platform to the left). If you happen to fall off the right side,
this is your last resort, so keep a mental note of its location.
Now, here's where it gets interesting. Within seconds of the battle's
start, Kraid will lift his ugly face directly facing you, the player.
After roaring in rage a couple of times, he will send his fist down
upon the arena, causing it to randomly rotate left or right. REMEMBER:
in order to anticipate which way the stage is going to tilt, keep your
eye on his movements. If he swings his right arm down (or left arm from
the player's perspective), then the stage is going to tilt to the left.
If he swings his left arm down (or right arm from the player's
perspective), then the stage will tilt to the right. After which,
everything is all topsy-turvy. Whooo... don't fall. Now, starting from
the default plane -
LEFT - Remember the pillar that stuck out from the right corner? It's
now the center pillar, and the former bottom right platform is now
suspended to the immediate right. Note that there is no support to the
bottom-right now, so take advantage of this situation and don't fall a
victim of it. Try to keep your opponent to the right as it is
especially treacherous on that side.
DOUBLE-LEFT - The former right platform is now directly centered
overhead, and you'll notice that the default plane has become the
bottom plane.... Top-side up that is. The battle area is a bit more
bumpy now, so vertical and aerial attacks are key over straight
horizontal attacks. Also, take advantage of the platform overhead and
corner your enemy beneath - knocking an opponent straight up into it
will send them ricocheting straight down again, making way for some
excellent combo possibilities.
RIGHT - If Kraid initially rotates the arena to the right, you'll
notice that both pillars become ledges for the right sidewall (which
was previously the default plane). Take advantage of the ledges and
send your opponent flying down below, where they'll find it difficult
to get over the pillars from beneath. Also, take note that the platform
that was originally at the bottom-right has become directly centered at
the bottom. Make it a last resort and try to land on it if you're
falling to your doom.
DOUBLE-RIGHT - Original left platform is now suspended at the right,
the default plane's center pillar is now the only ledge on the narrow
right sidewall, the previous left wall is now the top plane, the bottom
right platform has become the bottom left platform and the original
far-right pillar now hangs off the wall (it's useless). The top plane
is very narrow here, so close-ranging fighting is a given. Lure your
enemies to the right sidewall from the pillar-ledge and smash them to
the right, and edge guard.
TRIPLE-RIGHT - Bottom plane now top plane (reversed), a platform lies
to the bottom left and the bottom right. Plenty of quazi-safety lay
near the bottom so focus on sending your opponents flying to the far
left or right (or up) rather than down.
And always be sure to land your strongest offensive whenever or right
before the stage turns. During the time the stage is moving, the
opponent will always have the toughest time getting back on his or her
feet after getting knocked off.
This stage, taken from Earthbound, is SSB:M's replacement to SSB's
Saffron City. At first, players will tend to suicide a lot, but as
their skill improves, so will their footing.
***
FOURSIDE
Set along the skyline of the populated city of Fourside, this stage is
a haven for wall-jumpers. Occasionally, a flying saucer will descend
from the heavens, offering a flat (yet VERY slippery) surface for a
quick one-on one joust.
Unlocking: Play a total of 100 Vs. Matches
Size: Medium
Hazards: It's easy to fall down the gaps between buldings, but other
than that, the flying saucers and the moving platform on the right
don't really present a danger.
Strategy: The best way to KO someone here is to meteor them down one of
the gaps on either side of the central building. Mario's midair forward
A move is ideal, but if your character isn't skilled with meteor
attacks, it's best to try other strategies. Try to catch someone in a
juggling combo right as they traverse over the central building. Also,
it can be a good idea to hide under the platform on the left, smacking
those above.
***
BIG BLUE
This is probably the most hectic arena in the game. you'll start out
fighting on top of the Falcon Flyer (Captain Falcon's flying rocket),
but below you lies a racetrack teeming with F-Zero cars. Eventually,
the Falcon Flyer will leave the screen, and you'll have to nimbly
navigate the various (highly detailed) rocket powered vehicles.
Occasionally, some platforms will pass by, creating an infinite amount
of stage setups. The Falcon flyer will return every once in a while, as
well. Once again, SSB:M proves that physics just plain don't matter in
video games (if you watch the skyline, you'll notce the level actually
goes upside-down!).
Unlocking: Play a total of 150 Vs. matches
Size: Small
Hazards: Whatever you do, don't touch the track itself. Since the stage
is moving along it, you'll be left behind and KO'd. It can be difficult
to tell where the KO walls are, so watch out. If the screen is no
longer zooming out to acommodate your character, get back towards the
main area.
Strategy: This stage can be very hard to stay alive in, but if you can
manage it, you have a great tactical advantage. Always keep track of
where the platforms are. If you've got a move that can teleport you
horizontally, that is probably your greatest advantage. Use that move
often if you have it, and keep your opponents on the run. Finally, try
to use moves that knock your opponent out cold on the ground for a
moment. If you can knock them onto the track, they probably won't be
able to get up quickly enough. Most of all, keep in the air. A player
who stays grounded is a player who dies fast.
***
POKE FLOATS
If you're one of those guys who likes to call themself a "mature"
gamer, you'll want to remove this level from the random stage switch,
and never play on it if you can help it. Similar to Rainbow Ride, this
stage consists of several different platforms constantly scrolling
through the skies. The difference? The platforms are giant Pokemon
shaped balloons. Players start on top of a Squirtle, and finish atop
several Unown flying rapidly across the screen.
Unlocking: Play a total of 200 Vs. Matches
Size: Large
Hazards: Since the balloons never stick around for long, it's important
to keep moving.
Strategy: Like Big Blue, you've got an advantage over your opponent if
you can learn to navigate the stage. And, like Big Blue, it's best to
use Aerial attacks. One good meteor attack can finish an opponent here,
since the platforms have curved edges that don't supply a good footing
for a recovering player. Of course, don't hang around on any one float
for long. When you get into the quicker sections of the level, focus
less on fighting than getting down where you're supposed to be.
However, once you get down to the Slowpoke (the pink one with the long,
curving tail), you can really focus on trying to KO your opponent.
***
MUSHROOM KINGDOM II
This stage is cool-looking, but highly dangerous. Set over a waterfall
from Super Mario Brothers 2, Mushroom Kingdom 2 (its correct name
should actually be Subcon) is scored by the 8-bit version of the SMB2
theme. Occsionally, you'll see familiar enemies Birdo and Pidgit walk
or fly by in pixelly form, which is a nice touch.
Unlocking: Win the Birdo Trophy
Size: Medium
Hazards: Birdo sometimes spits eggs, and the waterfall sucks you down,
just like the river in Jungle Japes.
Strategy: Your main concern is to stay away from the KO walls and pits
here. They are extremely treacherous. Needless to say, that's where you
want your opponents to be. If you've got a Meteor Attack, use that down
the pits, and if you don't smash to the sides. Fights here can often
lead to King of the Hill games: everyone wants to be in the center.
***
BATTLEFIELD
This is a simple, generic Smash Brothers level. Nothing more, nothing
less. It is made for a simple, all-out brawl, and is best played
without items. There's really ntohing else notable about this level,
other than the fact that it is the level where Metal Mario and the
Fighting Wireframe Team are fought.
Unlocking: Beat All-Star Mode
Size: Small
Hazards: None.
Strategy: Along with Final Destination, the most basic stage in the
game. There's absolutely no hazards or moving platforms of any type.
The only thing you have to rely on here is your pure skill. Nothing
else can help you, other than items.
***
FINAL DESTINATION
This stage is simple: a long, flat platform. This is where you fight
the Master hand(s), along with Bowser or Giga Bowser. There are no
other platforms or hazards, just the arena and a background filled with
effects.
Unlocking: Beat Event 51
Size: Medium
Hazards: None
Strategy: Though this stage is perfectly flat, there are actually some
important things to know. Number one, stay grounded for the most part,
unless you're juggling. There's no platforms or sniping perches to
swoop down from, and just some jumps from the ground won't give you
much of an advantage over your opponent. Number two, watch out for
wide-area moves like Rollout or Rumble Tumble Egg. There's no obstacles
for them, so that means you will be vulnerable. However, if you've got
one of these types of moves, use the hell out of it.
***
CLASSIC DREAMLAND
Ah, the classic, simple Smash brothers stage. This is the stage that so
many other stages were built upon. Base platform, with three platforms
above it, the highest one being in the center. Classic...
Unlocking: Beat Target Test with all characters
Size: Small
Hazards: Wispy Woods will try to blow you away
Strategy: There's not much to be said about this level. Use the same
strategies you always have. When Wispy Woods starts blowing, try to
smash your foes in the same direction. It makes it that much more
difficult for them to get back.
***
CLASSIC YOSHI'S ISLAND
The second of the stages from the original, this is the largest of the
three. Not only is the main area very big, but there are a few clouds
off to the side which extend the level considerably.
Unlocking: Hit over 1300/1400 feet in the Homerun contest
Size: Medium
Hazards: The clouds on the sides will disappear temporarily if stood on
too long.
Strategy: Since the main area is a set of platforms aligned vertically,
try and hit your enemies from below. Combo hits are incredibly useful
here. If the battle heads off to the clouds on the sides, try to knock
your opponent downwards before heading back to the stage. The clouds
are a dangerous place to go, so naturally you'll want to send your
opponents there. Edge-guard like crazy here. If your opponents mess up
and end up beneath the platform, they're toast.
***
CLASSIC KONGO JUNGLE
The last of the original SSB stages, Kongo Jungle is also the most
dynamic. Though nothing compared to the constantly changing Mute City
and the self-scrolling Rainbow Ride in terms of stage alteration, the
moving platforms and barrel beneath the stage add elements of strategy
and timing that normally wouldn't be there.
Unlocking: Beat the 15-Minute Melee
Size: Small
Hazards: Nothing dangerous.
Strategy: This is one of the few stages where long-range and close-
range attacks can coexist effectively. You also have a much better
chance of making a successful return than in most stages, thanks to the
barrel cannon and "soft" base platform. Use this to your advantage, but
don't let your opponents do it. If an enemy is about to reach the
barrel, throw something- ANYTHING- at them to foul them up. Edge-guard
a lot, as it's the key to success here. Most importantly, make use of
items. The arrangement of platforms lends itself particularly well to
jumping with a hammer or lining up a shotgun blast.
***
FLATZONE
This is one of the most interesting, but most treacherous stages in the
game. You fight INSIDE a Game and Watch console, and your characters
(you can't see it too well, but a spinning Rumble Tumble Egg can reveal
it) are actually flattened like paper cut-outs. Unfortunately, the
stage is insanely tiny, making survival difficult.
Unlocking: Beat Classic Mode with Mr. Game & Watch
Size: Small
Hazards: Occasionally, tools fall from the sky, and a man spills oil on
the ground. The platforms also shift a lot.
Strategy: The stage is incredibly small, so use that against your
opponents. Smash them to the sides, and if they roll in the wrong
direction when recovering (I'm not kidding), they'll get KO'd. Also,
you can score a kill at 0% damage by knocking a foe upwards. A well-
placed smack from below is all you need for that extra point.
----------------------------------------------------------------------
6. MODES OF PLAY
====REGULAR MATCHES====
These are the main single-player matches against the computer. It pits
you against opponents each with one life, mainly for survival. You'll
have to compete against weaker characters, stronger characters, in
teams, metal characters, and sometimes against the environment and no
characters at all. There are always opportunities to get trophies,
whether you have to work for it or not. There are three modes, each
somewhat similar but contain many differences:
-CLASSIC-
This is the standard single-player inspired by the original Super
Smash Bros.. It pits you against random opponents (all with one life)
for survival, and even though you have no idea who you will be
fighting, there is always a set pattern:
1. Standard Battle - You have to KO one opponent in the opponent's
stage.
2. Team Battle - You and a random computer partner against two computer
characters, and the last one standing wins for that character's team.
3. Bonus Stage: Break the Targets - You are alone in your chosen
character's "Break the Targets" stage from the Stadium, and basically
all you have to do is use your character's skills to break specially-
placed targets. The more you break and the faster you break them, the
higher your score.
4. Standard Battle - Like before, you VS. one random character in that
character's stage.
5. Team Battle - You and two other random computer characters go
against one giant character (as if they had eaten a Super Mushroom)
with greater attack power and defense. Use strong Smash Attacks to
knock this guy out quickly.
6. Bonus Stage: Snag the Trophies! - Three random trophies fall from
the sky, and you have to kick, punch, whatever the trophies into a cup
in the middle. Whether you get none or all three of the trophies still
allows you beat the level. Try to use up attacks to knock it higher
into the air, then use weak attacks to move it across the stage into
the cup. Skip trophies that you already have, unless you have all of
them, then just try to get the last one for a challenge :-).
7. Standard Battle - Just like before, KO one random opponent in their
stage.
8. Team Battle - This time, you don't have a team. You alone must fight
10 of one random character, as they fall in two's or three's from the
sky. In Very Easy, Easy and Normal, these characters are easy and can
be taken out with a single smash attack, but in Hard and above they
aren't so easily beaten.
9. Bonus Stage: Race to the Finish! - This maze-like level has doors
all over it so you can beat this in two seconds if you want, but the
more doors you skip the more coins you'll get. You run and jump across
this level, avoiding lava, spikes, and jumping on platforms to get
farther in the allotted time. Make sure you jump into the nearest door
when it starts counting down from five.
10. Standard Battle - This time is actually different. You have to
fight a random metal character, which means they don't flinch when hit,
and it's much harder to knock them from the stage. Basically just beat
up on them until their percentage is around 200 or so, then try to
smash or throw them off they stage when they get close t the edge. This
fight is always in the Special Stage, Battlefield.
11. Final Battle - This is the boss of the Classic match. Like in Super
Smash Bros., it is a huge floating hand with very strong attacks and a
set amount of HP. Just use Up Smash Attacks and learn to avoid his
attacks, and you can easily beat this boss. However, in Normal and
higher, the Crazy Hand appears. This hand has different attacks from
the Master Hand, and they work together to knock you off the screen.
Since the Master Hand appears after you've already hurt the Master
Hand, take him out first, and then go after the Crazy Hand. This fight
is always in the Special Stage, Final Destination.
-ADVENTURE-
These battles have many themed worlds to go through before actually
getting to the battle, and sometimes you don't have to battle at all.
This mode makes a few mini-worlds with obstacles from the character's
original game to get through till the end, and there's a way to get
some trophies, too. These battles are always the same:
1. MUSHROOM KINGDOM: Side-scrolling race obstructed by Goombas, Koopa-
Troopas, and Para-Troopas.
Fight: Defeat a team of ten Yoshis in the middle of the stage.
Trophy: Yes
Final Fight: Fight Mario and Peach at Peach's Castle
Finish: Defeat Mario and Peach
TIPS:
A. Use the Troopas' shells to take out more than one Goomba at a time.
B. Use the para troopas to hop across the level
C. Keep a lookout for trophies on the ground and on platforms
(sometimes they appear from killing Goombas and Troopas)
D. If you end the level at a time that ends with two (such as 4:32 or
5:12), then Luigi will appear instead of Mario, and he will challenge
you at the end of the Adventure mode and if you defeat him you will
unlock Luigi.
2. KONGO JUNGLE: Two fights with very different forms of Donkey Kong.
Fight: You VS. Two Small Donkey Kongs in Kongo Jungle
Trophy: No
Final Fight: Fight a huge Donkey Kong in Jungle Japes,
Finish: KO Giant DK
TIPS:
A. Usually a Smash Attack or two will KO the two tiny Donkey Kongs.
B. Use Up Smash Attacks to beat up on the Giant Donkey Kong. Do not try
to throw him.
3. UNDERGOUND MAZE: Race to get to the a randomly-placed finish, beat
Link 0-5 times while avoiding Redeads, Octorocks and Like-Likes.
Fight: 0-5 Links in different rooms throughout the level
Trophy: Yes (sometimes you have to kill an enemy)
Final Fight: You VS. Zelda in the Temple
Finish: KO Zelda
TIPS:
A. From the beginning, fall down along the left wall until you get to
the gap and continue upwards from there.
B. You can get 30,000 more points with a special Bonus if you fight all
5 Links before finishing the level.
C. If a Redead grabs you, tap your buttons to make him let go.
4. BRINSTAR: A fight and a race for survival.
Fight: You VS. Samus in the Brinstar level.
Trophy: Yes
Final Fight: None
Finish: After the fight, jump onto the platforms until you get to the
top within 40 seconds.
TIPS:
A. Keep a lookout for the trophy on platforms going to the top
B. Often the trophy will be on the platform to the left or right of the
finish platform, so when you make the last jump to jump onto that
floor, try to be to the left or right of the floor.
5. GREEN GREENS: Battles with many different Kirbys
Fight: You VS. 1 Normal Kirby in the Green Greens level.
Trophy: No
Final Fight: You VS. 10 Kirbys with powers from random characters
(using his B attack) in the Green Greens level.
Finish: KO last Kirby in the team.
TIPS:
A. Kirby is a very light character, so a few Up Smash Attacks should KO
him.
B. The Kirby Team is even lighter, so try to time your Up Smash Attacks
so that you hit all three of them as they drop on top of you for three
instant KOs.
C. If you don't get hit by any of the Kirbys, a Giant Kirby will drop
down and battle you. He will be harder to KO, so just beat up on him
and try to smash him upwards as well, since the blocks on the side
usually stop characters from being smashed from the side.
6. CORNERIA: Two fights against Star Fox
Fight: You VS. Fox on the Corneria level
Trophy: No
Final Fight: You VS. Fox with often attacks from the ARWINGs.
Finish: KO Fox again
TIPS:
A. If Fox doesn't hit you at all before you KO him, in the next battle
Falco will fight instead of Fox.
B. Try hitting Fox/Falco into the ARWING shots to hurt him more.
7. POKEMON STADIUM: Fight an assortment of Pokemon, with Pokemon.
Fight: You VS. 10 Pikachus, 1 Jigglypuff, and 1 Pichu in Kanto Stadium
Trophy: No
Final Fight: None
Finish: KO last Pokemon.
TIPS:
A. Many Pokeballs fall from the level. Try to pick them all up and you
can beat this level without ever making one attack.
B. Pichu and Jigglypuff will try to use the Pokeballs more than the
Pikachus. Take them out before the Pikachus.
8. F-ZERO GRAND PRIX: Run a marathon on a racetrack (avoiding the
racecars) and fight a racer.
Fight: You VS. Captain Falcon in Mute City
Trophy: Yes
Final Fight: None
Finish: KO Captain Falcon
TIPS:
A. Make sure you tap the Control Stick to run instead just walking fast
by moving the control stick to the right.
B. If you have a fast character, you can skip two platforms before you
have to jump on one to avoid the cars. If you have a slow character,
try jumping on every other one.
C. Keep a lookout for a trophy on the platforms or on the road.
D. After the cars start coming, you can jump off your platform after
about three seconds or so, since the cars go so fast that by the time
you touch the ground they will already be gone.
9. ONETT: Fight three Nesses
Fight: 3 Ness characters of standard health on the Onnet level.
Trophy: No
Final Fight: None
Finish: KO last Ness
TIPS:
A. There are a lot of Mr. Saturn items in this level. They aren't
particularly useful unless you want the Bonuses, so try to avoid them.
B. Try to stay on the ropes to the right. Here they trees don't block
you, the cars on the bottom can't get you, and the Nesses usually will
attack head on to get to you. Try to Smash them to the right to KO them
quickly.
10. ICICLE MOUNTAIN: Race to the top to fight the Ice Climbers,
avoiding the Topis, Polar Bears, and Freezies
Fight: You VS. 2 Ice Climbers in Icicle Mountain level
Trophy: Yes
Final Fight: None
Finish: KO the last Ice Climber
TIPS:
A. Halfway through the level the screen will start going up much
faster. Be ready and try not to snag a trophy during this time.
B. When the screen is going slow, try to kill both a Topi and a Polar
Bear, and grab a Freezie to hit a Topi with. You can get Bonuses this
way.
C. Try not to smash the Ice Climbers up, because sometimes they will
land on the platforms above you. Try smashing them to the side to
quickly KO them.
11. BATTLEFIELD: Defeat 3 or 4 tough opponents
Fight 1: You VS. 15 Wire-frame opponents in Battlefield level
Fight 2: You VS. 1 Metal Mario in Battlefield level
Trophy: Yes (You will get a trophy of your character if you beat this)
Final Fight: You VS. 1 Bowser in Final Destination level
Finish: KO Bowser
TIPS:
A. After unlocking Luigi, Luigi will also appear Metal with Mario. Do
not rely on flinching or throwing to beat them, try smashing them near
the edge.
B. For some reason, you jump higher and fall slower in the wireframe
battle. Adjust to this and be careful.
C. On Normal and harder, after defeating Bowser, he will come back and
become Giga Bowser. He is very big and very powerful. Try to reserve at
least one life for him, as he is hard to KO.
-ALL STAR-
COMING
----------------------------------------------------------------------
7. ITEMS
Barrel Cannon
Throw this barrel at an enemy and they'll get stuck inside. The barrel
will then continue to move and spin all around. Hit your A button to
launch them in whatever direction the barrel is facing.
Use: This is particularly useful on small stages or ones with gaps,
like Mushroom Kingdom or Fourside. Simply trap an opponent in the
barrel, wait till it's over a cliff and facing down, then launch them
to their death. This item is easily confused with the "capsule" Barrels
that contain other items. You should also note that these items travel
slowly, so you can easily avoid one heading in your direction.
Value: 3
Origin: Donkey Kong Country
Downside: None, really. It's just not all that good.
Beam Sword
The almighty Beam Sword from the original SSB makes its triumphant
return in Melee.
Use: Do I really need to tell you how to use a sword? When your
character is holding one, they will use it instead of their standard "A
button" moves. The sword will extend their reach, damage, and flying
potential higher than that of the standard attack. The sword is, of
course, also more powerful when used as a smash attack. The item is
still very good, but it tends to be overshadowed by some of the new
additions.
Value: 7
Origin: Ripped off of Star Wars
Downside: None
Bob-Omb
A very powerful bomb that can easily KO an opponent but often results
in suicide.
Use: The Bob-Omb first drops onto the battlefield as a standard bomb.
If you are standing near one in this state, feel free to pick it up and
hurl at the nearest opponent. However, once it begins moving, STAY
AWAY, because colliding with one will either kill or heavily damage
your character. If you're on the other side of the screen, just don't
bother. By the time you see it and then get over there, the bomb will
begin moving soon and it's simply not worth the risk of almost dying.
If somebody throws a bomb at you, you could either jump, block, or
catch it. If you have the skill to catch it, then more power to you.
Try throwing it back if there's time left before it explodes.
Otherwise, use the shield or your character's projectile deflection
move where applicable. Playing the game, you'll likely find that the
bomb item accidentally or randomly kills somebody more than it is
effectively used as a weapon. direction.
Value: 2
Origin: Mario Series
Downside: Easy to kill yourself. Easy to be killed by one randomly
walking around.
Bunny Hood
Imagine your character on speed.
Use: When your character dons the Bunny Hood, aside from looking
fruity, he or she will be able to move twice as fast and also jump much
higher. These effects last for only a limited time, so use them quickly
and use them well. How, you ask? In combos, certainly. Smack an
opponent into the sky and use your incredibly speed and height to KO
them on their way down. If you're a "lumbering fatass" character like
Bowser, the item is particularly useful because it removes your
character's basic flaw.
Value: 4
Origin: Legend of Zelda: The Ocarina of Time
Downside: Faster speed means you fall faster as well. If you're not
used to playing as a fast character, make sure you take this into
account. It also wears off suddenly, so don't go for a meteor attack
too far away from the edge if the time's about to end. You could wind
up with a second jump much weaker than expected.
Cloaking Device
You've got semi-invisibility a-la predator. What're you going to do
with it?
Use: Start doing smash attacks on other characters who are otherwise
preoccupied and won't notice you. You're totally invisible while
standing still, so also try camping on a high- trafficked platform
charging your smash moves, then unleashing on whoever happens by. Also,
you never take damage while invisible. You can get knocked around, but
your percentage will never rise until you're visible again. It's nice
if you can find the other players, to whomp on them, but it's easier to
find them and do said whomping if they aren't invisible and invincible.
Value: 3
Origin: Perfect Dark, which ripped it from the Predator movies
Downside: You can't see yourself either. It's easy to lose track and
suicide or misjudge an attack so that it misses. When you attack, you
will become visible for a short period of time. Use this to see (or be
seen).
Fan
If the Beam Sword sucked, it would be the fan.
Use: The fan is very very weak, but is swung rapidly. In theory, you
could use it to rack up damage on somebody real close to you. Still,
it's less effective than just using regular moves. The only real thing
keeping this item from being totally worthless is that a smash attack
or two from it will break an opponent's shield. If you've got a
turtling newbie player ticking you off, you'll have found the perfect
opportunity to use it. Most of the time, just don't bother picking this
up.
Value: 2
Origin: Just a silly little accessory that frilly ladies carried around
back in the day. No one knows why.
Downside: Incredible Levels of Suckitude
Fire Flower
Blow fire for heavy damage.
Use: Hold the item and hit A to blow fire at the enemies much like that
of Bowser's attack. An opponent in the flame will be unable to move and
quickly gain damage until the flower runs out of power. Once this
happens, throw at the opponent to stun them for another second before
you use a smash move for the KO.
Value: 5
Origin: Mario Series
Downside: Runs out spontaneously, vulnerability from the back while
using, difficult to tell from Lip's Stick item.
Flipper
Set this somewhere and it will bop enemies around.
Use: Pick up the item and throw it somewhere to have it stop in the air
after a short distance. Until it disappears, enemies colliding with the
bumper will be driven backward. If this happens to be powerful enough
that it KO's the opponent, you wil get the kill, but this essentially
never happens. Don't bother.
Value: 1
Origin: Balloon Fight
Downside: Worthlessness
Food
Restore a very small amount of health.
Use: Food often comes in groups of about five or six from the Party
Ball item carriers. Stand over a group and just keep smacking A to
recover about 25%. Get some if it's off in a corner, but don't
jeopardize yourself for it. It's definitely not worth the effort of a
tomato or heart container.
Value: 1
Origin: Nothing in particular, though HAL Labs used food for similar
purposes in later Kirby games
Downside: Doesn't do much
Freezie
A small blue ice creature sliding along the stage. It resembles a
wide, blue flame.
Use: The freezie moves along the stage naturally, even before anything
touches it. Hence, they're more difficult to pick up than most items.
Grab it and throw at an opponent to deal some damage and encase them in
ice for about three seconds. While they're in ice, they are totally
vulnerable, but also very heavy, so don't expect to start juggling
combos. The best use for this is to use it on an enemy that's off the
edge of the stage somewhere trying to recover. Hit them with the
freezie and they'll be unable to stop falling to their death in time.
Value: 3
Origin: Mario Bros (original)
Downside: Limited use, difficulty to catch.
Green Shell
Use it to throw at an enemy. If it encounters an obstacle it will
bounce off and travel along the ground, hitting anything in its path.
Use: The green shell is a basic, but effective, weapon. Using it
doesn't involve much strategy, just aim and chuck it. If you can get a
computer opponent to fall on it while it's bouncing between 2 objects
it will often juggle them in the air for a few seconds. I think it's
possible to get it to stop moving by jumping directly on top of it.
Value: 4
Origin: Super Mario Kart
Downside: Can hit you while bouncing around, which is pretty annoying.
Hammer
Picking up the hammer causes you to swing it wildly, severely damaging
anybody in your path.
Use: 1. Pick up
2. Run towards enemy
3. Pound enemy with hammer
4. Repeat
Watch out, as the hammer has been toned down. You must actually strike
the character with the head of the hammer, and you are not invincible
and can be knocked around easily while holding the hammer.
Value: 8
Origin: Donkey Kong
Downside: Occasionally the head of the hammer will fall off, leaving
you running around with only the handle. You can, however, pick up the
head and throw it at someone after it's fallen off. Using the hammer
also reduces your jumping height and prevents you from executing a
double jump, or any other move for that matter.
Heart Container
Restores 100% health
Use: Use it to decrease your damage percentage. While the damage falls,
you sparkle, and are invincible, so use this heart as a very short term
super star.
Value: 8
Origin: The Legend of Zelda
Downside: The Heart Container's ONLY downside is that it takes forever
to fall to the ground. In this length of time, everyone is scrambling
to get it, and you've got a king-of-the-mountain type game over who
gets to claim the heart container. So, only go at it when it's almost
to the ground, and use a good clearing move, snag it, and attack.
Homerun Bat
The only item with a mini-game based around it. If timed well, an
instant KO powerhouse.
Use: This is fairly powerful when you just smack people with it. But
when you smash, you're guaranteed an instant KO unless there's
something in the way of your opponent's trajectory. Extremely useful
against newbies.
Value: 9
Origin: The ever-crappy sport of BASEBALL.
Downside: The smash can be difficult to time.
Lip's Stick
This flower can slowly cause damage to enemies.
Use: When you smack an opponent with this, a flower will appear on
their head, gradually damaging them. The more (or harder) you hit, the
bigger the flower gets, and the more damage it does.
Value: 4
Origin: Panel de Pon (Oh, those wacky Japanese games!)
Downside: One of the less good blunt weapons.
Maxim Tomato
Restores 50% Health
Use: Use it to decrease your damage percentage.
Value: 6
Origin: Kirby's Dreamland
Downside: The little sucker is tiny, and when a huge all-out brawl is
going on, it kind of looks like a pokeball.
Metal Box
Temporarily makes your character metal.
Use: The metal box makes your character shiny! It will also make you
heavier and therefore harder to throw, knock down, or injure. May
increase your attacks effectiveness. It doesn't seem to affect your
jumping ability, except you fall much quicker as a metal character.
Value: 3
Origin: Super Mario 64
Downside: Not really all that useful, unless you're a smaller character
up against the big tough guys.
Motion Sensor Bomb
After being placed on the ground, this item activates itself and
explodes when something touches it.
Use: Great for placing near the edge of a stage, next to another item,
or anywhere where your opponent frequently goes.
Value: 5
Origin: Goldeneye, Perfect Dark
Downside: If you forget that it's there (very hard to see), or get
knocked into it, it will damage you, and while it's not as powerful as
the bob-omb, it packs quite a wallop.
Mr. Saturn
He walks around.
Use: Well, you can pick him up and throw him at people, causing some
damage. Mainly, it's just another thing to throw around.
Value: 1
Origin: Earthbound
Downside: Lack of any real use.
Parasol
A weapon, or a handy item to stay afloat with.
Use: The parasol can be used to hit people, or to float gently
downwards with. However, if you're Peach, just ditch the thing; your
own parasol is better.
Value: 2
Origin: A wonderful invention which protects your head from pathetic
little droplets of water.
Downside: Almost entirely useless.
Party Ball
Add spice to the fight by unleashing a ballful of items!
Use: When you toss a party ball, it will rise up into the air and flash
for a moment. It will then open up and release either (A) a barrage of
handy items, (B) a giant pile of delicious food, or (C) four dangerous
Bob-ombs, which you should avoid at all costs.
Value: 5
Origin: None
Downside: Not all too useful, and the Bob-ombs are downright deadly.
Poison Mushroom
This is what happens to mushrooms who hang with the wrong crowd. If
you grab it, it'll shrink you.
Use: The Poison Mushroom looks almost exactly like the Super Mushroom,
except it's paler, and has angry eyes that are difficult to see.
Picking one up will make you the smallest of small, rendering your KO
abilities useless. Be extremely careful so as not to get one.
Value: -9
Origin: Mario Series
Downside: Duh, that's a tough one.
Poke-ball
A dozen items in one, this ball releases a random Pokemon which shall
do your bidding.
Use: Grab this item and toss it on the ground. Then, watch as your
opponents are suddenly attacked by some vicious (but usually cute)
creature. It's completely random which Pokemon you get, but there are a
LOT of them. Scroll down or click here for a list of Pokemon.
Value: 9
Origin: Pokemon
Downside: Every once in a while, you're landed with a crappy Pokemon
like Goldeen.
Ray Gun
It's a gun. It shoots lasers.
Use: It's quite simple. Pick up the gun, and press A to fire it
repeatedly. You can juggle opponents off edges with it from a distance,
and stop the barrage when they're too far away to get back.
Value: 6
Origin: Nowhere in particular
Downside: Obstacles get in the way.
Red Shell
Perhaps you think the red shell is better than the green shell.
Perhaps you are a fool.
Use: Throw this on the ground, and it'll race back and forth on the
platform, chasing after all players- yes, including you. It sounds
good, but it is a major annoyance. Just throw it away. It's no help to
anyone.
Value: 2
Origin: Super Mario Kart
Downside: Incredibly annoying.
Screw Attack
It's a screwball! Holding this item will let you Screw Attack just
like Samus!
Use: Hold this item, and every jump you take will be complemented by
Samus' popular multi-hitting Screw Attack. Very handy to hang on to,
but it's worth ditching for a better item. One thing you should know is
that throwing this at an opponent will send them Screwing upwards, so
don't throw it downwards at anybody.
Value: 7
Origin: Metroid
Downside: The aforementioned dangers of throwing the item.
Starman
Be invincible, like Boris from Goldeneye! Except for the "getting hit
by masses of liquid nitrogen" part.
Use: This handy item bounces along until you touch it. When you have
one, you're invincible, pure and simple. No attack can touch you. Feel
free to incorporate those grabbing techniques that were so difficult to
pull off before.
Value: 8
Origin: Mario Series (this isn't the Earthbound Starman, he's
different, and special in his own way)
Downside: It doesn't last too long.
Star Rod
A blunt weapon AND a projectile generator.
Use: You can smack someone with this just fine, but it'll also fire
stars at enemies when you smash with it. Captain Falcon can fire 4
stars at once with it, and Sheik can fire 2.
Value: 5
Origin: Kirby games (there was also a similar star Rod in Paper Mario,
but that's not what this is)
Downside: It's weak.
Super Scope
A rapid fire shotgun, or a high-powered charge shot.
Use: When you've got a Super Scope, you've got two options. You can
entrap your opponent in a barrage of speedy blasts, or you can charge
the gun up for a blast more powerful than Samus's charge shot.
Value: 8
Origin: Super NES Peripheral (no, it isn't a weapon in real life)
Downside: A reflected charge shot can be deadly.
Super Mushroom
Grow big, just like Super Mario!
Use: This item will slide along the stage, and enlarge the first person
who manages to touch it. Being bigger has wonderful advantages, since
you're tougher to knock away and much stronger. You also have higher
jumping. The effects won't last too long, however.
Value: 9
Origin: Mario Series
Downside: Try not to pick up a Poison Mushroom (below)!
Warp Star
Your character flies into the air and slams back on the ground,
creating an explosion that harms everyone but you.
Use: Grab this item to launch into the air, crashing down onto the
ground for a powerful hit where you land. You can steer it a bit by
holding the control stick in a direction.
Value: 7
Origin: Kirby's Dream Land
Downside: Difficult to maneuver.
----------------------------------------------------------------------
8. SECRETS
***CHARACTERS***
Unlock Mewtwo with 20 total hours of Combined Vs. gameplay.
Unlock Jigglypuff by completing the Classic or the Adventure mode once,
any difficulty.
Unlock Mr. Game & Watch by completing all of the Target Tests,
Adventure Modes, or Classic modes for the other 24 characters.
Unlock Marth by playing all fourteen characters in Melee mode.
Unlock Roy by beating Adventure mode or Classic mode with Marth without
continuing, any difficulty.
Unlock Dr. Mario by besting Classic mode with Mario, no dying.
Unlock Luigi by finishing first stage in adventure mode with 2 seconds
left (_:_ 2:_ _, ie 1:0 2:96). Luigi replaces Mario in the next fight.
Unlock Ganondorf by beating Event 29.
Unlock Falco by beating 100 Man Melee for the first time, or by playing
300 Vs. Matches.
In the April 2002 Electronic Gaming Monthly, they said that by killing
20 of the wire-frames in cruel melee, you could unlock both Sonic and
Tails, and then beating classic with them warranted a special surprise.
This was their APRIL FOOLS DAY JOKE. The date printed on the little
information box about unlocking the characters was April 1, 2002, even
though that date hadn't come yet, and april 1st is APRIL FOOLS DAY. DO
NOT EMAIL ME SAYING IT'S POSSIBLE. IT ISN'T.
- MULTI-MAN MELEE TIPS -
All Melees other than Cruel Melee have the same strategy. Be DK, and
stand in the middle of the stage. Press down+b to do your ground pound.
Repeat this. Continuously. Everything other than the 15 minute melee
should be VERY easy with this strategy, and even the 15 minute melee
should only take a few tries. The Cruel Melee is much more difficult.
Be Ness. Jump off the edge, and PK thunder yourself back towards the
edge. Try to hit yourself into the Wire-frame fighters. Do this
repeatedly, and you should kill a few of them. A few of them should
also kill themselves. Just try to kill 5, because then you'll get a new
trophy.
Unlock Pichu by beating Event 37 or playing 200 Vs. Matches
Unlock Young Link by beating Classic mode with 10 people or by playing
500 Vs. matches.
***LEVELS***
Unlock Planet Zebes: Brinstar Depths by playing 50 Vs. matches.
Unlock Eagleland: Fourside by playing 100 Vs. matches.
Unlock F-Zero Grand Prix: Big Blue by playing 150 Vs. matches.
Unlock Kanto Skies: Poke Floats by playing 200 Vs. matches.
Unlock Mushroom Kingdom II by getting the Birdo trophy.
Unlock Superflat World: Flat Zone by unlocking Mr. Game & Watch and
defeating Classic mode with
him.
Unlock Battlefield by defeating All-Star Mode with any character, any
difficulty.
Unlock Final Destination by clearing all 51 Event Matches.
Unlock Popupuland by completing Target Test successfully with all 25
characters.
Unlock Yoshi's Island by hitting over 1320 (I got 1308 and no dice, but
1325 gave me the level) feet in the Homerun Contest with Yoshi.
- HOME RUN CONTEST TIPS -
The Homerun Challenge will give you two trophies and a secret level.
The strategy is really very simple. Be Yoshi. Walk up to the sandbag.
Barely jump, (do not jump over the sandbag) and press down+a to do your
bicycle kick. Repeat. Do this as many times as possible, (I've never
been able to do more than four) then grab the bat and smash the sandbag
to oblivion.
Unlock Kongo Jungle by finishing 15-minute Man Melee with any
character.
***OTHER***
~Unlock the Score Display (displays your bonus score during the melee
match instead of after it) by racking up 5000 Kos
~Unlock Celebi in pokeballs by first getting the score display, then
Celebi will become available, although very rare.
~Unlock the Sound Test by beating all 51 Events in Event Mode AND
getting all of the levels. Thanks to EVERYONE for pointing that out.
~Unlock All-Star Mode by unlocking 25 characters.
~Unlock the Random Stage Switch by opening unlocking all of the stages.
This does not include
the three classic stages and two generic stages (Final Destination and
Battlefield).
~Unlock the alternate music in certain stages by pressing L and R on
the controller before you press A to select a level. Keep them held
down until the level starts.
~Here are the levels with alternate music:
Icicle Mountain- Balloon Fight
Great Bay- Saria's Song
Hyrule Temple- Fire Emblem
Yoshi's Island- Super Mario Bros. 3 theme
Onett- Pollyanna, from Earthbound
Big Blue- Mach Rider
Pokemon Stadium- Pokemon Gold/Silver
Both Mushroom Kingdoms- Dr. Mario, Fever selection
Battlefield- Multi-Man Melee
Final Destination- Alternate SSB theme rendition
~Here are fun ways to screw with the trophy gallery:
If you hold the Y button and press A to enter the trophy collection,
they will be arranged in a triangular format.
If you hold the L Shoulder button and press A to enter the trophy
collection, they will be arranged in straight rows.
And if you hold the R Shoulder button and press A to enter the trophy
collection, they will be arranged in a circular pattern.
~If you go to the sound test and pick any song, when you go to the
trophy mode, the background music will be the piece you just picked in
the sound test mode.
~Oh, and if you have a Pikmin save on your memory card when you start
up Melee, you'll get a Captain Olimar trophy. YES IT'S IN THE FAQ
BRANDON ARE YOU HAPPY?
***Here are some new oddities for the characters***
~Take Fox or Falco to either Star Fox stage, and press left and right
on the d-pad repeatedly. Eventually, they'll clench a fist, bend over,
shake a bit, and summon their fellow wingmen for some random chatter.
No practical use, but pretty cool.
~And now a new one's been discovered. With Samus, repeatedly press Z
and mash the d-pad feverishly. Some combination of buttons therein will
eventually cause Samus' grappling beam to double in length. At that
point, you have to press A when the tip of the beam comes in contact
with someone in order to grab them, since it won't do it automatically
any more. PLUS, if you hold L throughout the whole throw, the grappling
beam will actually home in on an opponent, letting you grab people both
twice as far away from you, and at any variety of angles.
~Are there any more for any characters? Send them in if you find them!
----------------------------------------------------------------------
9. EVENT MODE
Lv. 01: Trouble King
"Fight Bowser in a classic Mushroom Kingdom clash!"
Mario (2) vs. Bowser (2)
This is pretty damn simple. Stay moving, be an item hog, and use the
smash attack and you should win with absolutely no problem at all.
Lv. 02: Lord of the Jungle
"A duel of epic proportions! Which ape is top primate?"
Giant DK (2) vs. Mini-DK (2)
This can actually be kinda challenging, because you are too damn big,
and some of your attacks just go over Mini-DK's head. However, he can't
do @#%$ for damage, so just use your Up + A slap when he is on a
platform and the ground-slap when on the ground. Once he's in the air,
keep him there until you star finish him. The Up + A charge attack is
quite good for juggling him.
Lv. 03: Bomb-fest
"Bombs are everywhere in this explosive battle."
Character of Choice (1) vs. Link (1) vs. Samus (1)
This is a rather ridiculous fight. You versus Link and Samus, both
bomb-equipped, with explosives everywhere. Every Poke Ball in the this
level contains a highly explosive Electrode. (Remember? He used to pop
out of the door in Celadon on Smash Bros 64.) Anyway, for this battle,
stay in the air, don't use a lightweight, and grab all items. Pretty
simple.
Lv. 04: Dino-wrangling
"A giant Yoshi is on the loose! Somebody stop it!"
Chosen Character (3) vs. Giant Yoshi (1)
Damn, if that isn't one huge, highly detailed Yoshi? His size is his
disadvantage though. I'm going to recommend Link on this one. His
powerful A-button attacks work well, and the downward sword stab rocks
here. If you do it right, you can get a 2 or 3 stab combo in. This
racks up damage. Once his is at about 150% damage, smash attack him or
down-stab him to his doom.
Lv. 05: Spare Change
"Don't stop until you get 200 coins!"
Ness vs. Falcon (first to 200 coins, time limit of 1:20:00)
Smash newbies: the hardest part of this level is learning to use Ness.
Refer to the other part of the FAQ, and then go into training to
familiarize yourself with his bat, yo-yo, and goofy jump and comeback
move. Now then, the coin battle. Bronze coins are 1, Silver are 5, and
Gold a whopping 10. The key here is to keep Falcon away, even if he
hits you. Simply knock him away, grab the coins. Lather, rinse, repeat.
It should be noted that the cars in Onett produce a large amount of
coins, and if you can knock Falcon into one, you would be rewarded.
EVENT 6: KIRBYS ON PARADE
Anyone Unlocked (1 life) vs. 3 Kirbys (2 lives each)
Using the same strategy that you use for multi man melee (use DK and
continually use your Down+B) should work here.
LEVEL 7: POKEMON BATTLE
Anyone Unlocked (2 lives) vs. Pikachu (2 lives)
The important thing to know here is that you can only hurt Pikachu with
Pokemon. Any character should work but a quick character would be good
if you're having trouble.
EVENT 8: HOT DATE ON BRINSTAR
Anyone Unlocked (3 lives) vs. Samus (3 lives)
This is just a simple fight, so you've got two choices. You can go with
your favourite character, and employ the strategies you usually use, or
you can find a character who is an excellent juggler (I recommend
Sheik) and try to get Samus in the air where she's extremely
vulnerable. It's all based on preference. You both start the fight with
a fair bit of damage, so getting the first strike is worth it.
Event #9: Hide 'N' Shiek
"only Shiek KOs count! Wait for the change..."
Chosen Character (1) vs. Two Zeldas (2 each)
KO two Zeldas. KO's only count if you KO them as Shiek.
In case you haven't noticed, Zelda seems to think it's necessary to
transform between her two forms EVERY FIVE SECONDS. If you wait for the
transformation to hit her, you'll die. Just beat Zelda up with weak
attacks in either form. Once her damage gets high, wait for the
transformation, and hit her with a strong attack. BOOM. One less enemy
to worry about. Repeat as necessary.
LEVEL 10: ALL-STAR MATCH 1
Anyone Unlocked (2 lives) vs. Mario, Donkey Kong, Yoshi, Peach, Bowser
(1 life each)
All-Star matches pit you against a set of characters, one by one, on
their own stages. You get two stock, but any damage you get carries
over to the next fight. It sounds hard, but it's not really too
difficult until the later All-Star matches.
Here, I'd recommend using a character with a powerful move (like
Captain Falcon's Falcon Punch). Since these foes are ridiculously easy
to hit and rarely dodge, a few hits from that powerful move will KO
them. Ganondorf's Warlock Punch WOULD work best, but there's almost no
way you'd have him, since you get him via a later event.
LEVEL 11: KING OF THE MOUNTAIN
Anyone Unlocked (1 life) vs. Two Ice Climbers (Immortal)
Here you'll want to find a character who is a high jumper, and a
skilled dodger. Luigi is preferable, but if you haven't got him, try
Captain Falcon, or, oddly enough, the Ice Climbers. Just escape into a
high corner and go up with the stage. If you are approached by an Ice
Climber, dodge past them and head to the clearest part of the screen.
The time will be up before you know it.
LEVEL 12: SECONDS, ANYONE?
Anyone Unlocked (1 life) vs. Captain Falcon (1 life)
Here, it's simple. Just find a character with a really powerful move
and time it so that Falcon gets slammed in the face and gets sent
flying. You can do it with a character who has a good throw, too, but
the power method is preferable, since you're short on time.
Event #13: Yoshi's Egg
"Protect the single remaining Yoshi egg from being broken!"
Yoshi (1) vs. Donkey Kong, Pikachu, Fox (unlimited, I think.)
Protect Yoshi's egg from your foes.
This is pretty easy. To beat it easily, you might want to try being a
coward. As soon as the event begins, grab the egg. Once you've got the
precious egg, run from the enemies, if they attack you one enemy at a
time, they'll be easy enough to dodge. If they team up on you, throw
the egg at them. Just be sure to grab it again, and don't throw it too
often. Basically, just grab the egg and avoid your foes. It's only #13,
so they should be relatively easy to avoid.
LEVEL 14: TROPHY TUSSLE 1
Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
Trophy Tussle matches pit you on top of a giant version of a certain
trophy, where you duke it out with three random opponents. Everyone has
2 stock. Since your opponents are random, it can be difficult to come
up with strategies for this.
A good character to use for this first Trophy Tussle is either Mario or
the Ice Climbers. Their midair Forward + A moves (known as Meteor
Attacks) will send the opponents flying down the side of the goomba
(the trophy you are fighting on here) and down to the bottom. It'll be
hard for them to recover.
LEVEL 15: GIRL POWER
Anyone Unlocked (2 lives with Poison Mushroom) vs. Samus, Zelda, Peach
(2 lives each)
Okay, so your enemies aren't all that much bigger than normal, and
you're not all that much smaller than normal, but there's a size
difference alright. However, you can use the size of your opponents
against them. Pick Jigglypuff. Then, use your rest (down + B) move on
them (you have to kinda be inside the other character to do it right).
It'll kill them in one hit. Do it twice for everyone, and you'll win
the match easily. Sheik can be tricky to hit, but you can do it (or
just wait until she turns back into Zelda)
LEVEL 16: KIRBY'S AIR RAID
Kirby (1 life) vs. 10 Kirbys
This is a pretty easy event, and you'll need just a little luck. Hang
out near a warp star, and if a group of Kirbys comes near you, grab it
and slam them. They'll be gone before you know it.
LEVEL 17: BOUNTY HUNTERS
Samus (1 life) vs. Bowser and Captain Falcon (1 life each)
There's no real sure-fire way to beat this one, but it'll get a whole
lot easier if Captain Falcon suicides. Basically, you have to be the
one to KO Bowser. Not Falcon. Not by suicide on Bowser's part. YOU have
to do it, or you fail. Basically, just work away at Bowser with your
screw attack and missiles, then try to land the KO with a charged shot.
You're probably only going to win this one if Captain Falcon dies. But
don't get lazy when that happens. You still have to kill Bowser, and
keep him from suiciding.
LEVEL 18: LINK'S ADVENTURE
Link (2 lives) vs. Link's Shadow (2 lives)
Well, in this level, you fight against a dark, black shadow version of
Link. For Link players, the battle is mildly challenging, but for
anyone else, it's one of the hardest stages thus-far. So, here's a
crash course on Link. In the battle, you're going to want to use/abuse
the up-B sword spin. It's essential that when the shadow Link is coming
at from above or the side, you knock him away with the sword spin, and
block his own sword spins with your shield. Also, any time you come
down from above him, down-a pogo stick your sword into his head. Don't
fight him tete-a-tete as he's a bit faster with his sword and can roll
around you (unless you're good at Link, but then you shouldn't be
reading this). If you're far away from him (and a lot of the time you
should be) then just pelt him with all of your projectiles. If you find
yourself with a high percent damage, go into the cave in the middle of
the level and camp. Smash hits just bounce you around, and you won't
die. Read the above Link strategy and the Hyrule temple strategy for
more help.
LEVEL 19: PEACH'S PERIL
Mario (1 life) vs. Bowser and Peach
Keeping Peach safe isn't too much of a concern, actually. Sure, if you
just sit there, she'll probably die, but it doesn't take much
intervention to keep her safe. Your main concern is your own skin. Your
best move here is your Super Cape. It'll spin Bowser around and screw
him up for a moment. While Bowser is focusing on Peach, grab all the
items you can find. A super scope is always handy, and if you get a
starman, Bowser will stop what he's doing and run away from you. Just
keep Bowser occupied without letting him hurt you.
LEVEL 20: ALL-STAR MATCH 2
Anyone Unlocked (2 lives) vs. Samus, Link, Zelda, Captain Falcon, Fox
(1 life each)
Here, you can still use some character with a powerful move, but you
want someone who's nimble and maneuverable, as well. Here I'd recommend
Link and his midair down+A stab. It'll send your opponents flying
upwards, and you can juggle them until they're gone.
LEVEL 21: ICE BREAKER
Anyone Unlocked (1 life) vs. Two Ice Climbers
For this one, choose Zelda or Ness. Approach the Ice Climbers, and grab
one. If it's Popo, toss him upwards. If it's Nana, throw her backwards
off the stage, then pursue her and keep knocking her away. If you're
Ness, you'll want to charge your bat for a well-timed home run KO. Once
the first Nana is dead and gone, head to the other pair and repeat. It
WILL take you a few tries. Don't give up.
Event #22: Super Mario 128
"Battle 128 tiny Marios in a wild endurance match!"
Chosen Character (1) vs. 128 Marios (1 each, poison mushroom)
KO 128 tiny Marios
All 128 Marios go flying at the drop of a hat, so you'd think this
would be ridiculously easy. But 128 IS a lot. Simply pick your best
character, and use a strong attack with a wide range. (such as DK's
ground pound, or Link's sword spin) Do that continuously, and don't let
the Mario's get any items (such as bob-ombs, pokeballs, or Warp stars)
that could kill you. Also stay away from any items (such as bob-ombs or
capsules that may explode) that you could kill yourself with. If you
don't let items become a factor, the Mario's are weak enough to make
this pretty easy.
Event #23: Slippy's Invention
"Slippy: With my new device, you guys'll be invisible!"
Chosen Character (2, cloaking device) vs. Fox and Falco (2 each,
cloaking device)
KO Fox and Falco. Everybody's invisible.
The cloaking device is the most annoying item ever. When your enemies
are invisible, they're hard to find, and they obviously have no trouble
finding you. When you're invisible, It's hard to find yourself, and the
computer still has no trouble finding you. In this event, the computer
will always know where they are, and they'll always know where you are.
You will have no idea where anybody is. So don't move. If you do,
you'll walk off the edge without noticing. Just stand more or less in
the same place, wait for them to come to you, and attack them. You
should be able to beat them after only a few tries.
LEVEL 24: THE YOSHI HERD
Anyone Unlocked (1 life) vs. 29 Yoshis, 1 Giant Yoshi (1 life each)
Here you'll want to choose a character with either a quick and powerful
move, or a wide-ranged move. Captain Falcon is a good example of the
former, and Link a good example of the latter. Simply overuse that
move, and the Yoshi's will be flying off the screen. When the big one
arrives, you should have plenty of time to wear it down and knock it
out.
LEVEL 25: GARGANTUANS
Bowser (1 life, Super Mushroom) vs. Donkey Kong (2 lives, Super
Mushroom), Tiny Mario, Tiny Peach (1 life each)
Don't worry about the tiny Mario and Peach. They'll die instantly. What
you want to do is dodge DK (unless you're a Bowser player) until he
suicides down one of the spaces between buildings. If you're really
good with Bowser, incorporate your usual strategies against
heavyweights. Just don't fall down those cracks, and you'll be fine.
LEVEL 26: TROPHY TUSSLE 2
Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
This one is much harder than the previous Trophy Tussle. There will
always be one character who goes off to the left and defends that
territory. Leave them be until the other two are gone. For those two
who are after you, just employ your best multi-opponent strategies (you
might want to keep restarting until you get some lightweights). When
they're gone, just try to keep knocking the last opponent off the edge
of the stage.
LEVEL 27: COLD ARMOR
Samus (1 life) vs. Three Metal Samuses (2 lives each)
The easiest way to beat this one is to use the stage against the metal
Samuses (Sami?). When it rotates, try to knock them downwards. They'll
fall fast, and have difficulty getting back up. If they land on a
platform below the stage, play the waiting game, and they'll soon try
to do some jumping trick and fall to their deaths. Of course, if you're
good with Samus, you can get more into the fight if you like.
LEVEL 28: PUFFBALLS UNITE
Anyone Unlocked (1 life) vs. 14 Kirbys (1 life each)
The best character to use here is Roy (hopefully you have him). Just
use your regular B and up+B moves repeatedly, and try not to get
knocked too far. If they try to close in on you, make good use of
Counter (down+B). Those blasted Kirbys will be gone before you know it.
LEVEL 29: TRIFORCE GATHERING
Link (1 life) vs. Zelda (1 life), Ganondorf (2 lives)
Ok, this is the level that, if you win, you'll end up fighting
Ganondorf, and you'll be playing as Link. Fun stuff, if you're not a
Link fan. If you are, just as it's mentioned in Link's Shadow, this one
is a breeze to play, and Ganondorf isn't too hard a foe. But, once
again, non-Link players will meet with some difficulty. Throughout the
course of the level, stick with Zelda, and just whomp on Ganondorf with
sword swipes and sword spins. If you're really not into hand to hand
action, run away to the other side of Zelda, with Ganondorf in between
and keep hitting him with arrows and bombs, letting Zelda do most of
the work. Then, come down on top of Ganondorf with a down-a sword to
the head, or do a smash attack to send him flying, repeat as necessary.
To fight Ganondorf, you can run away and then pelt him with
projectiles, or you can just be quicker than he is and dodge his hits
(which he winds up to do, so it's not that hard to spot when a hit is
coming) and then smack him around with your sword. Like last time,
smash attack him off the stage. If you're really having problems, start
to play as Link a bit against Captain Falcon with Zelda to practice.
Captain Falcon is a tad faster, so it's like batting practice with a
heavier bat, when you do face Ganondorf, he'll be easier.
LEVEL 30: ALL-STAR MATCH 3
Anyone Unlocked (2 lives) vs. Kirby, Pikachu, Ness, Ice Climbers (1
life each)
While only Kirby is technically classified as a lightweight, they're
all pretty light characters. I recommend a close-range character, like
the Ice Climbers or Mario. Smash them repeatedly back and forth. They
can't do much to stop you.
LEVEL 31: MARIO BROS. MADNESS
Anyone Unlocked vs. Mario, Luigi
This is the only Time Match event in the entire game. Basically, you
have to rack up the most KOs on the Mario Brothers before time runs
out. Use your best character and pummel away at them, and keep trying.
It's tough, but a persistent player can do it.
LEVEL 32: TARGET ACQUIRED
Falco (1 life) vs. Jigglypuff
For this one, you simply want to get credit for the times when
Jigglypuff dies. Stay in the air and use Falco's various kicks to clear
Jiggly out of there. Use the occasional throw as well. It's just timing
and luck here. Hopefully you have both.
LEVEL 33: LETHAL MARATHON
Captain Falcon (1 life) vs. F-Zero Racers
This event places you in the single player F-Zero Grand Prix level, and
sends you running along as Captain Falcon- at twice the speed. It's all
timing. As soon as the race starts, dash. Run past the first couple of
platforms, go over the drop, and continue until you reach the next
platform (you may need to jump in advance). When the cars stop, run
along and cross the gaps until you reach the platform with a little
ramp on the end. Stand on it and duck. Then, dash to the finish line
(jumping if necessary to stay alive).
LEVEL 34: SEVEN YEARS
Young Link (3 lives) vs. Link (3 lives)
In this level, you fight as Young Link versus Adult Link on the Seaside
Lab, the key to this level involves the fact that to succeed you
shouldn't DON'T SWORD FIGHT LINK...his sword is longer and in direct
skirmishes he can out parry you. So, the best strategy is to just keep
hitting him with projectiles, and running away from his close range
attacks. Then if he falls towards you, hit him with a spinning attack,
and then run away, trying to get him onto the platform on the bottom
right, where the turtle head is. If he falls into the water UNDER the
seaside lab, he's not getting back. This also applies to the other
side, because the best bet is to just stay away, and let Link kill
himself, but keep on hitting him with projectiles. If you
have time in your running away, come out of the air with the down-a
sword move to rack up some heavy damage, and keep running.
LEVEL 35: TIME FOR A CHECKUP
Luigi (1 life) vs. Dr. Mario, Peach (1 life each)
This is probably the most difficult match yet. Here you'll want to
employ a strategy usually reserved for Ness. Jump off to one side of
the stage, then use the Green Missile (Side + B) to blast at Dr. Mario
and Nurse Peach. Hopefully, one will suicide, and it'll be much easier
from then on. Then, you can get in close and beat your opponent up.
Refer to the Luigi Profile if necessary.
LEVEL 36: SPACE TRAVELERS
Ness (1 life) vs. Samus, Kirby, Fox, Captain Falcon, Falco (1 life
each)
This level has Ness, with one life, against five characters in a row,
on first the secret Earthbound stage and then the Wire Frame Stage. The
characters increase in difficulty as the level progresses, with Samus
and Kirby at INCREDIBLY easy, Fox at annoying, Captain Falcon at hard,
and Falco at lucky. There are very few tricks on this one. It just
requires an insane amount of skill playing as Ness. Know this: the bat
is your friend. Pretty much the only damage I dealt when beating this
was with my trusty forward smash. Know the bat. Love the bat. In time
you should be able to get to Capt. Falcon and Falco with little to no
damage. Then it is all a mixture of luck, skill, and good items. Good
luck.
Here's a few more tips. The main point of the first section, on
fourside, is to get the least amount of damage incurred as possible.
This means keeping the other characters AWAY from you. When a computer
controlled character is on a low difficulty setting (like Samus, Kirby,
and Fox), they do most of their damage through direct close-up hits.
This does not mean run away. This means time your hits correctly, and
use the bat ALWAYS. Nothing else. It's best to stay on the ledge to the
right of the main center building, where the helicopter lands, because
that's where Fox generates, and he's the toughest of them all. If he
really beats you around, restart. If you get lucky with Fox, and it
happens more often then you think, you go to the second part, on the
Battlefield.
Here's where it gets tricky. As Ness, you have the greatest ability to
run away of ANY character. Use that, and use any and all items at your
disposal. But note, neither Falco nor C. Falcon will pick up boxes, so
don't expect them to. My brother was so pissed because he waited for
Falco to pick up a box and then whammo, Falco kicked him to oblivion.
This happened too often to be healthy for him. Also, don't pick up
boxes. Ness is kind of weak, and it's too slow with those quick
characters darting around. Run away, attack with projectiles, get up
the percentage with Falco and C. Falcon, and then pepper them with bat
hits and item hits. Try and try again. You'll get it.
LEVEL 37: LEGENDARY POKEMON
Anyone Unlocked (1 life) vs. Four Giant Wire Frames and a Jigglypuff (2
lives each)
To beat this incredibly frustrating event, FORGET THE WIRE-FRAMES. Just
let them run around and attack you, and keep jumping from them towards
the ultimate prizes: the pokeballs. Each pokeball contains one of the
legendary pokemon, like Entei, Raikou, Suicune, Ho-oh, Lugia, Articuno,
Moltres and Zapdos. Oh, and the unfortunate few contain Wobbuffet. Your
goal is to get the pokeballs and throw them ASAP. Only Jigglypuff will
grab the other balls, and if she's knocked off the stage, the rest of
the level is easy. So, grab the pokeballs, throw them, and go for
another. Most of the time, the pokeballs will spout these veritable
fountains of destruction, but once in a while, Wobbuffet will come out
(which always seems to happen at the most inopportune times). Keep on
jumping to the pokeballs and throwing them. Nothing ruins your day like
the 50% damage that one of these pokemon can rack up on you. Once you
kill Jigglypuff (either let the pokemon do it, or, once she's at a high
enough percentage, smash attack her) just use pokemon on the wire-
frames and smash attack them to infinity.
LEVEL 38: SUPER MARIO BROS. 2
Anyone Unlocked (2 lives) vs. Mario, Luigi, Peach (2 lives each)
This is a simple multiplayer battle as a character of your choice
(which makes it easier). Just choose your best multi-opponent character
and smash away at these guys. It's really best to just do it your own
way, but I'd recommend you use a swordsman to prevent these close-range
characters from getting too near.
LEVEL 39: JIGGLYPUFF LIVE!
Jigglypuff (2 lives) vs. Three Jigglypuffs (2 lives each)
Jigglypuff can kill each enemy Jigglypuff in one hit. Simply grab a
Jigglypuff, and tap up to throw it upwards...it doesn't come back. Do
this 3 times for each Jigglypuff, and it's very easy to be done with
this event in less than a minute.
LEVEL 40: ALL-STAR MATCH 4
Anyone Unlocked (2 lives) vs. Marth, Luigi, Jigglypuff, MewTwo, Mr.
Game and Watch (1 life each)
This is where the all-star matches suddenly become very tough. Since
this bunch is so varied, you're best with your personal favorite
character. Use your usual tactics, and if you're skilled enough, you'll
come out on top.
LEVEL 41: EN GARDE!
Marth (2 lives) vs. Link (2 lives)
You'll want to practice a bit with Marth for this match. If you can
learn how to use his Dancing Blade (forward+B) move properly, you have
a great advantage. Just hit Link from all sides until he croaks. Use
the up+B and forward smash frequently, and use the regular B move when
Link is distant but headed towards you.
LEVEL 42: TROUBLE KING 2
Luigi (2 lives) vs. Giant Bowser (2 lives)
Like it or not, you're going to win this when Bowser suicides twice.
Just try to stay alive. If you're lucky, you can get him to stomp down
the left side of the Squirtle balloon (the blue turtle), losing a life.
Then, if you're luckier still, Bowser will just stand on top of the
Onix (the stone snake) and let it carry him across the KO wall- another
lucky suicide. You're not going to be the one to knock him off no
matter how hard you try, but you can weaken him well with your up+B
Super Jump Punch.
LEVEL 43: BIRDS OF PREY
Fox (2 lives) vs. Captain Falcon and Falco (2 lives each)
One of the most frustrating events. Primarily, you want to run away
from them. Get in some damage when you can, but stay away from them,
especially if they are together. Eventually, a mix of your damage and
the computer screwing up and falling off will result in a few
knockoffs. Good luck.
LEVEL 44: MEWTWO STRIKES!
Anyone Unlocked (1 life) vs. Zelda and Mewtwo (1 life each)
In this level, they try and trick you into fighting Zelda, but Mewtwo
suddenly attacks, on a very high difficulty. First of all, ignore
Zelda. You beat this event by beating Mewtwo. Second of all, the best
way at beating this is to use Ness. The strategy is to jump off the
edge of the level. Zelda and Mewtwo will wait for you at the edge. When
you are just above ground level in the air (off the side of the level),
use your PK Thunder rescue move to shoot yourself into your opponents.
The benefits are twofold. Firstly, it does decent damage once you are
practiced enough to hit at a good rate. Secondly, for some reason
Mewtwo kills himself A LOT when you are constantly doing this.
LEVEL 45: GAME AND WATCH FOREVER!
Mr. Game and Watch (3 lives) vs. 25 Mr. Game and Watches (1 life each)
In this highly annoying event, you have to KO 25 G&Ws when your
character has a hex on him that makes him fly whenever any hit lands on
him. Try to stay away from any and all smash moves by the opponents.
This event is cake once you know the best move to eliminate your foes.
That move is your down+A move. No, not the down smash with the mallets.
Just the down+A move where it looks like he is flipping a piece of the
floor up and down. Get off to the edge of the level with your back to
the side and abuse this move. Knocks them off in one hit...
LEVEL 46: FIRE EMBLEM PRIDE
Anyone Unlocked (3 lives) vs. Marth and Roy (3 lives each)
Ok, I ended up beating this event as Link, because I realized how to
play as Link versus either of the Fire Emblem boys. RUN AWAY. This
trick enabled me to very easily conquer this rather frustrating event,
and boy was I glad. Neither Marth nor Roy have any long range attacks,
and you do. Three of them. Any character who can shoot things and yet
have power (Samus, for example, Falco or Fox as well) would be good for
this event, but I like Link for his long-sword and range of options. If
you use the items, use the strategy for the level that this event is
played on (give them the run-around) and hide out in the cave when
you're heavily damaged, you'll escape the wrath of Marth and Roy. Read
up on both the character you're using's FAQ (Link is a good choice) and
then the FAQ on Hyrule Temple. It's all explained there. Running is not
a bad idea, and it's not for the weak.
LEVEL 47: TROPHY TUSSLE 3
Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
Yet another extremely frustrating event. This level gives you the
Majora's Mask trophy, but you have to battle on the mask and against a
trio of annoying random characters. Luckily, the other characters can
and will hurt each other, but they all come after you. I like to stay
in the middle of the level with the horns on either side of me. Yes,
your damage will get sky high, but so will the computer peoples' (not
quite as high, but substantial). Also, the horns on either
side will make it very hard for you to get knocked off the side of the
stage. Just try to get in as much damage as possible. When you have an
isolation with one opponent, take that opportunity to deliver a heavy
blow to try for the KO. My favorite character for this is Link and his
up+B special and down+A air attack. Good luck.
LEVEL 48: PIKACHU AND PICHU
Anyone Unlocked (2 lives) vs. Pikachu (Infinite Lives), Two Pichus (1
life each)
In this event you're pitted against a very difficult Pikachu and 2
fairly difficult Pichus. The objective is to get both of the Pichus
off, Pikachu's just there to annoy you. The Pichus will stay close
together until one of them dies. Once that happens the remaining one
with stay close to Pikachu making it even more annoying. The best
character to pick would be Mr. Game and Watch because his smash attacks
are the best. Whenever Pikachu comes near you hit him away with his
torch. Then aggressively go after the Pichus using your smash attacks.
Keep on doing this. Eventually one will commit suicide. Now it'll be
harder. As long as you haven't lost a life yet you should be ok though.
Pikachu will try to defend Pichu so hit him away and keep smash-
attacking Pichu. It may take a few tries but eventually you should be
able to do it.
LEVEL 49: ALL-STAR MATCH DELUXE
Anyone Unlocked (2 lives) vs. Dr. Mario, Falco, Pichu, Young Link, Roy,
and Ganondorf (1 life each)
With Roy, you can pass your enemies without taking any damage. For the
first battle with Dr. Mario, don't move when it starts. Mario will jump
up on the platform, jump again, and hit his head on a block and break
it. At the very second he does that, press and hold B. Once he gets
over to you, let go of B to attack him. Charge your B attack again - if
you did it right, Mario will jump onto the top left set of blocks and
back down at you. Let go of B and he'll fly right off! If he ever grabs
onto the ledge in front of you, just start over. No reason to be
damaged now. For Falco, once it starts charge your B attack again and
let go when he's near. He should hit the wall of the ship - now smash
him a few times. He'll try to get on the other side of you, so be
careful here. Just smash him off the stage, you shouldn't take that
much damage here. Next comes Pichu. As soon as it starts, charge up a
right+A smash and hit Pichu when he jumps at you. Now just drop down
and start Smashing Pichu until he dies. Young Link is much harder than
the battles before. As it starts, charge your B attack and unleash it
as soon as he's in range. If you're too late, he'll grab you or throw a
boomerang at you. All I can say here is fight him as best as you can,
use lots of smashes. If he flies off the edge, charge your B attack and
give it to him when he's near. Next is Roy. As it starts, charge your B
attack again and let Roy have it once he's near. Now run into the
underground area, it's impossible to die in here. Just keep smashing
Roy and use your B attack a lot - fully charged will kill him easily.
Ganondorf is really hard, as usual. If you hang around the edges a lot,
he might just fall off the platform and die. Otherwise, there isn't
much to say other than to fight him as best as you can!
LEVEL 50: FINAL DESTINATION MATCH
Anyone Unlocked (1 life) vs. Two Master hands with 300 HP each
The people who designed this level are butts, and pit you against two
master hands, each with 300
HP. They'll work alone, and together, in order to quash you. It's a
tough match, but I like to use Yoshi and his down+A air attack on this
level. Essentially, you want to do that whenever possible. In between,
you will have to become very good at air dodging and ground rolls.
Takes much practice to conquer but can be done. Good luck.
Here's a more in-depth way to play the level. As Yoshi, you're going to
want to first learn what to avoid in each of the attacks the hands
make, and you're going to need to learn how to perform the down-a kick.
Basically, I like to hold down the stick and then press a like a
bazillion times, because holding a down doesn't seem like it does as
much damage as repeatedly tapping a. Go after the left hand first.
Stand right under the spot on the hand where the thumb sprouts from the
hand, and then jump, and come down with the kicks. Do it once, and
maybe another time, then get ready to jump over an attack. I once beat
the left hand with 2% damage by just dodging attacks and kicking the
hand. Then, defeat the right hand with the same manner, but only do one
kick per attack, and watch out. The right hand has a lot more smash
attacks, and Yoshi is fairly light. Try and watch out especially for
when the hands float with their palms open, because they'll swoop in
and grab you, increasing damage by a lot. Just watch for the signs of
the attacks and specifically dodge them.
LEVEL 51:
Anyone Unlocked (3 lives) vs. Giga Bowser, Ganondorf, MewTwo (3 lives
each)
If you thought the last level was hard, here's one that makes it look
like a cakewalk. You have to make 9 KOs on high level characters, on
one of the smallest levels in the game. To make it worse, an insanely
huge Bowser prowls the stage, and so you basically get 0 space. My
strategy for this is the same as Event 44. I use Ness, jump off the
side of the level, and use PK Thunder to shoot myself into my
opponents. Lather, rinse, repeat. Mewtwo and Ganondorf have a
wonderfully high suicide rate when doing this. And you don't even have
to have good aim to get Bowser's damage up, as he is huge and nearly
impossible to miss.
Another, alternate way of defeating this level involves Jigglypuff. Use
the down+B move on Bowser, usually that against him at as little as 20%
damage will kill him. This gets rid of Giga Bowser fairly easy, but you
will end up with a rather high damage after you get him off. Now, it
gets hard. You have to take down both Mewtwo and Ganondorf usually with
as little as a life left. It really is a combination of luck, pure
skill, more luck, luck in getting good items, and even more luck.
Hopefully, in taking out Bowser, you have taken out a couple of lives
out of either Mewtwo or Ganondorf. The problem with Mewtwo and
Ganondorf, is that if you come through the air, Ganondorf will Up+B
move you, killing you in as little as 3 or 4 times, come by the ground,
and Mewtwo will stun you with the repeated A attack, and then Ganon
will once again destroy you. I've found one way to get around this
(well, besides mad rolling, dodging and luck), use Jiggly's B button
attack, roll up, and hit them, hopefully killing them, and avoiding
falling off. This won't work every time, so hopefully some good items
will come into play. Once one is eliminated, you can fight accordingly
with the other, with Mewtwo try to drop in on the top, resting against
him, against Ganondorf, go on the land, or using the roll attack once
again.
Here's a third way. As Jigglypuff, fly up above Bowser and then fall
into him with rest, hopefully knocking him off. Keep repeating this,
paying no attention to the others, until Bowser dies. Now, once he's
dead, you should probably be at one life left, and if you're lucky,
you'll have a small amount of damage. Now, the waiting begins. Float
back and forth over the heads of both Mewtwo and Ganondorf, trying not
to get too close to them. You are waiting for items to pop up, like
mines or bob-ombs. It'll take a long time, and it'll be very boring,
but just float and wait, float and wait. They won't really attack you,
except maybe Mewtwo will shoot you, so if Mewtwo gets a weapon, let him
hold it, as he won't attack you then. Pick up anything and either shoot
it or throw it, and you'll easily beat this level, it'll just take a
while.
Ok, here we go with a FOURTH way, sent in by abkid56. Pick Jigglypuff,
kill Giga Bowser with rest attack, yadayadayada. Then you could do
these two in any order. Start hanging on the edge, and Ganondorf and
Mewtwo will start trying to attack you while missing (keep dropping
down and grabbing the edge again to get less damage). Ganondorf will
eventually use his Up+B (Dark Dive) attack and kill himself, wait until
Ganondorf does this to kill himself off. Then, for Mewtwo, always use
B, the roll out move. I prefer using the roll out attack and killing
Mewtwo first cause he always gets in the way when you are hanging on
the edge, racking up your damage. Ganondorf will almost always dodge
the roll out attack so NEVER try it on him, only Mewtwo. This way is
the way I got it. So, in summary, you could roll out Mewtwo for the
win, then hang on and wait until Ganondorf commits suicide, OR you
could let Ganondorf die and then roll out Mewtwo, risking Mewtwo's
attacks on the edge.
----------------------------------------------------------------------
10. BONUS LIST
Title: (points) Description
Bird of Prey: (4000) Used only aerial attacks.
Combo King: (2500) Used many combos. (Average # of combos is 2.5 or
greater)
Juggler: (1500) Struck an enemy many times while keeping him airborne.
Backstabber: (2000) High % of attacks were from rear. (70% or more of
total)
Sweeper: (2500) High % of attacks were low. (50% or more of total)
Clean Sweep: (5000) All attacks were low attacks.
Meteor Smash: (800) KO'd foe with a Meteor Attack.
Meteor Clear: (3000) Cleared the level with a Meteor Attack.
Meteor Master: (8000) Every Meteor Attack KO'd an opponent. (minimum of
2)
Meteor Survivor: (2000) Succeeded in recovering from a Meteor Attack.
Flying Meteor: (4000) Hit a flying enemy with a Meteor Attack.
Exceptional Aim: (4000) Hit with most attacks.
Perfect Aim: (10000) Hit with all attacks. (At least 8 attacks per
minute)
All Ground: (6000) Used all standard ground attacks against enemies.
All Aerial: (4000) Used all standard aerial attacks on enemies.
All Variations: (10000) Used all attacks except finishing blows on
enemies.
All on One: (20000) Used all attacks except finishing blows on one
enemy.
Lethal Weapon: (7000) Hit with a wide variety of attacks.
Berserker: (3500) Attacked in a frenzy. (60 attacks or more in 1
minute)
Smash King: (3000) Used many Smash Attacks. (50% or more of all hits)
Smash Maniac: (3500) Only used Smash Attacks.
Smash-less: (1500) Used no Smash Attacks.
Specialist: (2200) Hit with only special moves.
Dedicated Specialist: (3100) Used only one kind of special move.
One-Two Punch: (1800) Hit consecutively with all weak attacks.
First Strike: (500) Delivered first blow of match.
150% Damage: (1000) Took 150% damage or more. Not valid in team
battles.
200% Damage: (3000) Took 200% damage or more. Not valid in team
battles.
250% Damage: (7000) Took 250% damage or more. Not valid in team
battles.
300% Damage: (10000) Took 300% damage or more. Not valid in team
battles.
350% Damage: (???15000???) Took 350% damage or more. Not valid in team
battles.
Heavy Damage: (20000) Took 400% damage or more. Not valid in team
battles.
Sniper: (2000) Hit only with flying items.
Brawler: (2000) Hit only with direct attacks.
Precise Aim: (10000) All attacks hit immediately after execution.
Pitcher: (6000) Fought only with grabs and throws.
Butterfingers: (-500) Had a high rate of grab and dash-grab failures.
All Thumbs: (-1500) All dash-grab attempts failed. (At least 4
attempted)
Cuddly Bear: (2000) Performed at least 3 grabs, but did not attack or
throw enemy.
Compass Tosser: (3500) Used all four directional-throw moves.
Throw Down: (2500) Threw last foe to clear game.
Pummeler: (1500) Did a lot of damage by holding and punching foes.
Fists of Fury: (2500) After grabbing, always held and punched, never
threw.
Close Call: (2000) Threw just before enemy broke your hold.
Opportunist: (-1000) Didn't attack for a very long period of time.
Spectator: (-2500) Spent a long time on sloped terrain.
Statue: (500) Little left-to-right movement.
Never Look Back: (5000) Never changed direction.
Stiff Knees: (300) Did not crouch.
Run, Don't Walk: (6500) Did not walk. (Extremely short distance doesn't
count)
Ambler: (2500) Walked a lot.
No Hurry: (1000) Did not run.
Marathon Man: (2000) Ran a lot.
Eagle: (1500) Went airborne a lot.
Aerialist: (2500) Did not jump from the ground. (No overlap with Cement
Shoes)
Acrobat: (3000) Always did a midair jump. (No overlap with Cement
Shoes)
Cement Shoes: (4000) Never jumped, including midair jumps.
Head Banger: (800) Hit walls a lot. (3 or more times per minute)
Elbow Room: (2000) Bumped into or pushed foes a lot.
Power Shielder: (5000) Used Power Shield often. (3 times or more in 1
minute)
Shield Buster: (x2500) Broke enemy's shield.
Shattered Shield: (x-1000) Shield was broken by enemy.
Shield Stupidity: (x-2000) Broke own shield.
Shield Saver: (500) Dropped shield just before it was broken.
Skid Master: (1000) Had long stun-slide distance. (9 feet or more in 1
minute)
Rock Climber: (800) Hung from many edges. (4 times or more in 1 minute)
Edge Hog: (x2500) Hung from edge to prevent opponent from doing the
same.
Cliffhanger: (2000) Grabbed a lot of edges after being knocked off the
stage.
Life on the Edge: (x800) After being hit, grabbed edge without a midair
jump.
Poser: (2000) Taunted often. (6 or more times in 1 minute)
Poser Poseur: (x500) Taunted right after someone else. (Within 1
second)
Poser Power: (x700) Attacked someone with a taunt.
Pose Breaker: (x800) Gave a quick weak attack to a taunting opponent.
Instant Poser: (x100) Taunted right after knocking down a foe. (Within
1 second)
Control Freak: (1000) Tapped the Control Stick twice as fast as second
fastest tapper.
Button Masher: (700) Pressed buttons twice as fast as second fastest
presser.
Button Holder: (4000) Held down the A or B button. (For the entire
match)
Rock Steady: (3000) Did not fall down.
Pratfaller: (1500) Always landed face up.
Face Planter: (1500) Always fell face down.
Twinkle Toes: (2500) Succeeded on every attempt to absorb damage.
Floor Diver: (1500) Dropped through floors often. (Over 12 times in 1
minute)
No R 4 U: (300) Did not press the L & R Buttons.
Climactic Clash: (x1200) Hit same enemy with progressively stronger
blows.
Floored: (300) Took a lot of damage from floors. (Over 50% of damage)
Punching Bag: (100) Got stuck between two enemies and hit back and
forth.
Stale Moves: (-2000) Persistently used same attack.
Blind Eye: (3000) Always looking in opposite direction as oncoming
attack.
Crowd Favorite: (2500) Audience cheered for player.
Master of Suspense: (2500) Surprised the crowd often. (3 or more times
in 1 minute)
Lost in Space: (2000) Frequently magnified. (1/4 of time in a
magnifying glass)
Lost Luggage: (3000) Was in magnifying glass on all four sides of the
screen.
Half-Minute Man: (2500) Beat level within 30 seconds.
Pacifist: (3000) Never attacked even once including misses.
Peaceful Warrior: (5000) Never attacked, but didn't lose the match.
Moment of Silence: (3000) Took no damage for 1 minute. (No overlap with
Impervious)
Impervious: (7000) Didn't suffer a single attack.
Immortal: (5000) Never got knocked down.
Switzerland: (12000) Never attacked anyone, never took any damage.
Predator: (-1500) Attacked only opponents with high amounts of damage.
Down, But Not Out: (2000) Fell all the way down, but got back up the
most in a match.
Solar Being: (800) Only left stage by flying off screen and becoming a
star.
Stalker: (-1000) Always attacked a particular player.
Bully: (-2000) Always KO'd a particular player.
Coward: (-500) Spent a long time a great distance away from enemies.
In the Fray: (2000) Average distance between you and foes was very
small.
Friendly Foe: (3000) Never pushed an enemy.
Center Stage: (2000) Spent a long time in the middle of the arena.
Merciful Master: (3000) Won without KO'ing anybody.
Star KO: (x300) KO'd an enemy and truned him or her into a star.
Rocket KO: (5000) Sent all team enemies flying off the top of the
screen.
Wimpy KO: (x4000) KO'd a foe with a weak attack.
Bull's-eye KO: (x800) KO'd a foe with a firing item.
Poser KO: (x5000) KO'd an enemy with a taunt.
Cheap KO: (x500) KO'd an enemy from behind.
Bank-Shot KO: (x3000) KO'd an enemy with a deflected item.
Timely KO: (x3500) KO'd a foe at the time limit.
Special KO: (x800) KO'd an enemy with a special attack.
Hangman's KO: (x2000) Attacked an enemy that was hanging from an edge
for a KO.
KO 64: (x640) KO'd an enemy when the enemy was at 64% damage.
Bubble-Blast KO: (x1200) Attacked a magnified enemy and KO'd him or
her.
Sacrificial KO: (x1500) The same attack KO'd both you and your enemy.
Avenger KO: (x2500) KO'd a foe right after foe KO'd you. (Within 5
seconds)
Double KO: (x2000) KO'd two enemies at once.
Triple KO: (x4000) KO'd three enemies at once.
Quadruple KO: (x8000) KO'd four enemies at once.
Quintuple KO: (x15000) KO'd five enemies at once.
Dead-Weight KO: (x4000) KO'd an enemy by throwing another enemy at him
or her.
Kiss-the-Floor KO: (x1000) Threw an enemy onto a damaging floor for a
KO.
Assisted KO: (x1500) KO'd a foe with an item.
Foresight: (x500) Hit the front of the screen.
First to Fall: (-1000) First one to be KO'd after match begins.
Cliff Diver: (500) Let go of the edge of a cliff and fell off the
stage.
Quitter: (x-1000) Fell off stage without even trying to recover.
Shameful Fall: (x-1500) At less than 50% damage, got KO'd by a foe with
over 100% damage.
World Traveler: (2000) Got KO'd off all four sides of the screen.
Ground Pounded: (500) Got KO'd by a damaging floor.
Environmental Hazard: (1000) Got KO'd by a part of the stage
environment.
Angelic: (2000) Was standing on revival platform when match ended.
Magnified Finish: (1000) Ended the match in a magnifying glass.
Fighter Stance: (500) Finished match while taunting.
Mystic: (2000) Ended match while offscreen.
Shooting Star: (1500) Ended match as a star.
Lucky Number Seven: (3000) Finished with :07 left.
Last Second: (5000) Finished with :01 left.
Lucky Threes: (3330) Finished with 3:33 left.
Jackpot: (1110) Damage at end was the same number repeated three times.
Full Power: (2000) Damage at 0% at finish.
Item-less: (1800) Did not use any items.
Item Specialist: (2000) Only hit with item attacks.
Item Chucker: (3000) Hit only by throwing items.
Item Smasher: (3000) Used only smash attacks with swinging weapons.
Capsule KO: (x800) KO'd an enemy with a capsule.
Carrier KO: (x800) KO'd a foe with a large item carrier.
Weight Lifter: (1500) Frequently held heavy items. (Over 5 seconds per
minute)
Item Catcher: (x1000) Caught an item thrown at you.
Reciprocator: (x2000) Threw an item thrown at you back at an enemy.
Item Self-Destruct: (-1000) Item caused player to self-destruct.
Triple Items: (3000) Got the same item three times in a row.
Materialist: (100) Spent the longest amount of tiem holding items.
Minimalist: (1500) Spent the least amount of time holding items.
Item Hog: (4000) Got ten or more different kinds of items.
Item Collector: (4000) Got every kind of item that appeared.
Connoisseur: (3000) Got every kind of food that appeared.
Gourmet: (2000) Used only food items. (3 or more)
Battering Ram: (1500) Used only battering items. (3 or more)
Straight Shooter: (1500) Used only shooting items. (3 or more)
Wimp: (1500) Used only recovery items. (3 or more)
Shape-Shifter: (1500) Used only transformation items. (3 or more)
Chuck Wagon: (1500) Only grabbed throwing items. (3 or more)
Parasol Finish: (1600) Was parachuting with the parasol at match's end.
Gardener Finish: (2000) Put a flower on an enemy's head at match's end.
Flower Finish: (1700) Had a flower on head when the match ended.
Super Scoper: (2000) Did 100% damage or more firing the Super Scope.
Screwed Up: (2000) Held Screw Attack for 30 seconds or more.
Screw-Attack KO: (x2500) Used a Screw Attack to KO an enemy.
Warp Star KO: (x1000) KO'd a foe using a Warp Star.
Mycologist: (2500) Got three or more mushrooms.
Mario Maniac: (8000) Used only Mushrooms, Fire Flowers, and Starmen.
Metal KO: (x800) KO'd an enemy while metal.
Freezie KO: (x2000) Froze enemy with Freezie, then KO'd him or her.
Flipper KO: (x2000) KO'd enemy with a flipper.
Mr. Saturn Fan: (3000) Only item used was Mr. Saturn.
Mrs. Saturn: (1500) Held Mr. Saturn for 30 seconds or more.
Saturn Siblings: (4000) Got three or more Mr. Saturns.
Saturn Ringer: (4000) Caught a Mr. Saturn thrown at you.
Giant KO: (x600) KO'd a foe while giant.
Tiny KO: (x2500) KO'd a foe while tiny.
Invisible KO: (x800) KO'd a foe while invisible.
Bunny-Hood Blast: (x1200) KO'd someone while wearing a Bunny Hood.
Vegetarian: (1800) Got two or more Maxim Tomatoes.
Heartthrob: (2800) Got two or more Heart Containers.
Invincible Finish: (x1200) Player is invincible at the end of the
match.
Invincible KO: (x800) KO'd a foe while invincible.
Beam Swordsman: (x800) KO'd a foe with a Beam Sword.
Home-Run King: (x600) KO'd an enemy with the Home-Run Bat.
Laser Marksman: (4000) Hit with every blast from the Ray Gun until it
ran out.
Flame Thrower: (1600) Got a 10 combo or higher with the Fire Flower.
Hammer Throw: (1500) Threw the hammer away.
Headless Hammer: (2500) Grabbed a broken hammer.
Super Spy: (x800) KO'd someone with a Motion-Sensor Bomb.
Bob-omb's Away: (-500) KO'd by a wandering Bob-omb.
Bob-omb Sqaud: (x2500) Grabbed a Bob-omb just before it exploded, and
wasn't hurt.
Pokemon KO: (1000) KO'd a foe with a Pokemon.
Mew Catcher: (10000) Mew appeared.
Celebi Catcher: (8000) Celebi appeared.
Goomba KO: (100) KO'd a Goomba.
Koopa KO: (200) KO'd a Koopa.
Paratroopa KO: (300) KO'd a Paratroopa.
ReDead KO: (300) KO'd a ReDead.
Like Like KO: (500) KO'd a Like Like.
Octorok KO: (150) KO'd an Octorok.
Topi KO: (200) KO'd a Topi.
Polar Bear KO: (800) KO'd a Polar Bear.
Shy Guy KO: (20) KO'd a Shy Guy.
First Place: (1000) Got 1st place in a timed match.
Last Place: (-1000) Got last place in a timed match.
Wire to Wire: (2000) Led in points from the start to the finish.
Whipping Boy: (-1500) Trailed in points from the start to the finish.
KO Artist: (3000) Had a lot of KOs. (More than 3 and double second
place)
KO Master: (1500) Had the most KOs. (Not awarded if Artist is earned)
Offensive Artist: (2000) Caused a lot of damage.
Offensive Master: (1000) Caused the most damage.
Frequent Faller: (-1000) Had a lot of falls.
Fall Guy: (-500) Had the most falls.
Self-Destructor: (-2000) Had a lot of self-destructs.
Master of Disaster: (-1000) Had the most self-destructs.
KOs: (x500) Counts each KO.
Falls: (x-500) Counts each fall. (Self-destructs not counted)
SDs: (x-500) Counts each self-destruct.
Target Master: (30000) Smashed all targets in Target Test!
Hobbyist: (1000) Got at least one trophy before the stage ended.
Collector: (30000) Snagged all trophies that appeared!
No-Damage Clear: (300000) Cleared all levels without taking any damage.
No-Miss Clear: (10000) Cleared without losing a single life.
Continuation: (-20000) Cleared by continuing.
Speedster: (10000) Cleared all levels quickly.
Speed Demon: (20000) Cleared all levels very quickly.
Melee Master: (100000) Cleared All-Star mode without recovering damage
even once.
Classic Clear: (50000) Cleared the Classic mode.
Adventure Clear: (50000) Cleared the Adventure mode.
All-Star Clear: (50000) Cleared the All-Star mode.
Very-Hard Clear: (200000) Cleared the Very-Hard mode.
Crazy Hand KO: (80000) Defeated Crazy Hand in Classic mode.
Luigi KO: (20) Defeated Luigi in Adventure mode.
Link Master: (30000) Defeated all five Links in Adventure mode.
Giant Kirby KO: (10000) Defeated Giant Kirby in Adventure mode.
Metal Bros. KO: (8000) Defeated Metal Bros. in Adventure mode.
Giga Bowser KO: (100000) Defeated Giga Bowser in Adventure mode.
----------------------------------------------------------------------
11. TROPHIES
Here's a full list of every trophy that can be found in the game.
Alpha
Andross
Andross (metallic)
Annie
Articuno
Arwing
Ayumi Tachibana
Baby Bowser
Baby Mario
Ball Kirby
Balloon Fighter
Barrel
Barrel Cannon
Battlefield
Bayonette
Beam Sword
Bellossom
Birdo
Blastoise
Bob-omb
Boo
Bowser
Bowser (smash)
Bowser (smash)
Bubbles
Bucket
Bulbasaur
Bullet Bill
Bunny Hood
Capsule
Captain Falcon
Captain Falcon (smash)
Captain Falcon (smash)
Captain Olimar
Celebi
Chansey
Charizard
Chikorita
Chozo Statue
Clefairy
Cleffa
Cloaking Device
Coin
Crate
Crazy Hand
Crobat
Cydaquil
Daisy
Diskun
Ditto
Dixie Kong
Donbe & Hikari
Donkey Kong
Donkey Kong (smash)
Donkey Kong (smash)
Donkey Kong Junior
Dr. Mario
Dr. Mario (smash)
Dr. Mario (smash)
Dr. Stewart
Dr. Wright
Ducks
Eevee
Egg
Eggplant Man
Electrode
Entei
Excitebike
Falco Lombardi
Falco Lombardi (smash)
Falco Lombardi (smash)
Falcon Flyer
Fan
Female Wire Frame
Fighter Kirby
Fighting Wire Frames
Final Destination
Fire Flower
Fire Kirby
Flipper
Food
Fountain of Dreams
Four Giants
Fox McCloud
Fox McCloud (smash)
Fox McCloud (smash)
Freezie
F-Zero Racers
Game & Watch
Ganondorf
Ganondorf (smash)
Ganondorf (smash)
GCN
Giga Bowser
Goldeen
Gooey
Goomba
Goron
Great Fox
Green Shell
Hammer
Hate Giant
Heart Container
Heracross
Heririn
Home-Run Bat
Ho-oh
Ice Climbers
Ice Climbers (smash)
Ice Climbers (smash)
Igglybuff
Jeff
Jigglypuff
Jigglypuff (smash)
Jigglypuff (smash)
Jody Summer
Kensuke Kimachi
King Dedede
King K. Rool
Kirby
Kirby (smash)
Kirby (smash)
Kirby Hat #1
Kirby Hat #2
Kirby Hat #3
Kirby Hat #4
Kirby Hat #5
Klap Trap
Koopa Clown Car
Koopa Paratroopa
Koopa Troopa
Kraid
Lakitu
Landmaster Tank
Like Like
Link
Link (smash)
Link (smash)
Lip's Stick
Lon Lon Milk
Love Giant
Lugia
Luigi
Luigi (smash)
Luigi (smash)
Mach Rider
Majora's Mask
Male Wire Frame
Marill
Marin
Mario
Mario (smash)
Mario (smash)
Marth
Marth (smash)
Marth (smash)
Muruo Maruhige
Master Hand
Master Sword
Maxim Tomato
Megavitamins
Meowth
Meta-Knight
Metal Box
Metal Mario
Metroid
Mew
Mewtwo
Mewtwo (smash)
Mewtwo (smash)
Misty
Moltres
Monster
Moon
Motion-Sensor Bomb
Mr. Game & Watch
Mr. Game & Watch (smash)
Mr. Game & Watch (smash)
Mr. Resetti
Mr. Saturn
Mute City
Ness
Ness (smash)
Ness (smash)
Ocarina of Time
Octorok
Pak E. Derm
Paper Mario
Parasol
Party Ball
Paula
Peach
Peach (smash)
Peach (smash)
Peppy Hare
Pichu
Pichu (smash)
Pichu (smash)
Pidgit
Pikachu
Pikachu (smash)
Pikachu (smash)
Pikmin
Pit
Plum
Poison Mushroom
Poke Ball
Pokemon Stadium
Polar Bear
Poliwhirl
Poo
Porygon2
Princess Peach's Castle
Professor Oak
Raccoon Mario
Racing Kart
Raikou
Raphael Raven
Ray Gun
Ray MK II
ReDead
Red Shell
Rick
Ridley
Roy
Roy (smash)
Roy (smash)
Ryota Hayami
Samurai Goroh
Samus Aran
Samus Aran (smash)
Samus Aran (smash)
Samus' Starship
Sandbag
Scizor
Screw Attack
Sheik
Sheik (smash)
Sheik (smash)
Sheriff
Shy Guys
Slippy Toad
Smash Coins
Snorlax
Squirtle
Stanley
Star Rod
Starman
Starman (EarthBound)
Staryu
Steelix
Sudowoodo
Suicune
Super Mushroom
Super Scope
Target
Thwomp
Tingle
Toad
Togepi
Tom Nook
Topi
Totakeke
Totodile
Turtle
UFO
Unown
Vacuum Luigi
Vegetable
Venusaur
Viruses
Waddle Dee
Waluigi
Wario
Warp Star
Weezing
Whispy Woods
Wobbuffet
Wolfen
Yoshi
Yoshi (smash)
Yoshi (smash)
Young Link
Young Link (smash)
Young Link (smash)
Zapdos
Zelda
Zelda (smash)
Zelda (smash)
ZERO-ONE
----------------------------------------------------------------------
12. POKEMON IN THE POKEBALLS
Articuno
Pokemon Number - 144
Looks Like - A very large blue bird.
Attack - Flying into the air, Articuno will start to flap his wings,
causing enemies that get caught to freeze like they were freezie
targets.
Bellossom
Pokemon Number - 182
Looks Like - A little dancing flower (with two red flowers on its head)
that emits purple haze.
Attack - The purple haze has the effect of Jigglypuff's singing - it
puts you to sleep. Only if you are very close to Bellossom will you be
affected, though.
Blastoise
Pokemon Number - 9
Looks Like - A fat blue turtle dinosaur with guns on his back.
Attack - Blastoise will shoot water in 14 pulses, with each pulse
pushing him back a little farther.
Celebi
Pokemon Number - 251
Looks Like - A tiny green fairy
Attack - Like Mew from the last game, Celebi just rises in the air, and
you get the great Celebi Catcher bonus, which is essential for the
bonus mode.
Chansey
Pokemon Number - 113
Looks Like - A large fat egg with eyes, little wing-like arms, and an
egg at her belly.
Attack - Chansey throws out 6 eggs, with items inside.
Charizard
Pokemon Number - 6
Looks Like - A big red fire-breathing dragon
Attack - Charizard stands in place and alternately breaths fire to the
right and left of himself.
Chikorita
Pokemon Number - 152
Looks Like - A small green dog-like pokemon with a necklace and a leaf
emerging from its head.
Attack - Chikorita will throw 12 leaves across the screen that do a
little bit of damage, but is great for stunning the opponents.
Clefairy
Pokemon Number - 35
Looks Like - It looks like a tiny white sphere with a curly cue on his
head and big brown tipped ears. Kind of cute.
Attack - It's random which attack it does, but some of the attacks it
does are:
-It will shoot fire from both sides, damaging opponents who get caught.
-It will cause a massive hurricane around it, damaging the opponents.
Cyndaquil
Pokemon Number - 155
Looks Like - A long-snouted blue dog-animal with red spikes on his
rear.
Attack - Cyndaquil will rise up, shoot fire in the direction he was
thrown, and then disappear.
Electrode
Pokemon Number - 101
Looks Like - A big red and white, angry ball.
Attack - Electrode closes his eyes, starts to glow and shake, then gets
dark, and suddenly lights up with electricity, and explodes. Watch for
the electricity to show his imminent explosion.
Entei
Pokemon Number - 244
Looks Like - A big brown dog with white cloudy hair streaming from it's
back.
Attack - Entei will shoot a moderately large stream of fire straight up
from it's back, intensely damaging any and all foes caught in it.
Goldeen
Pokemon Number - 118
Looks Like - A red goldfish that flops around.
Attack - Goldeen is a water pokemon, and if it's not in water, it
basically just bounces around, useless.
Ho-oh
Pokemon Number - 250
Looks Like - A very large, rainbow colored, bird.
Attack - Ho-oh will fly upwards and rain down flames onto the spot he
was released. Very painful.
Lugia
Pokemon Number - 249
Looks Like - A big white/blue bird with a long neck and a large belly.
Attack - Lugia flies upwards, then in the background shoots a whirlwind
around in a circle, catching enemies and dealing a large amount of
damage.
Marill
Pokemon Number - 183
Looks Like - A little blue circular mouse, with a sphere for a tail.
Attack - Marill runs, just runs across the screen until it falls off
the edge. If it encounters an enemy it does 1% damage.
Mew
Pokemon Number - 151
Looks Like - A tiny little cat-like pokemon.
Attack - Like in the last game, Mew likes to appear, sparkle for a bit,
then fly away. At least it gives you a huge amount of points for the
Mew Catcher bonus (10,000) Fun stuff.
Moltres
Pokemon Number - 146
Looks Like - A big, red/yellow flame-winged bird.
Attack - Moltres will fly up a short distance and flap his wings. Any
enemy that touches Moltres will be burned, and caught in the pokemon.
Porygon2
Pokemon Number - 233
Looks Like - A big streamlined blue and red duck.
Attack - Porygon2 will launch from the pokeball towards the nearest
enemy, hitting him with smash attack force, then, in a neat effect,
will disappear.
Raikou
Pokemon Number - 243
Looks Like - A yellow-electrical dog, with long purple curled up hair
and a electrical bolt blue tail.
Attack - Raikou will emit a circle of electricity around him, and any
enemy will be caught up and electrocuted badly.
Scizor
Pokemon Number - 212
Looks Like - A red walking insectoid.
Attack - Scizor will run at the nearest enemy to inflict a smash attack
strength hit. It will jump upwards and keep running to hit the enemy.
Snorlax
Pokemon Number - 143
Looks Like - A big fat blue bear-like pokemon, without the hair.
Attack - Snorlax will fall from the pokeball to the ground, damaging
the pokemon, then, he'll rise upwards and fall from the sky in his big
form, smacking any opponents who get caught.
Staryu
Pokemon Number - 121
Looks Like - A yellow flying starfish.
Attack - Staryu will float around for a bit, pick an enemy and then fly
towards him, stop and fire a large number of shots similar to a super
scope.
Suicune
Pokemon Number - 245
Looks Like - A big blue dog with white diamonds along the length of
it's body and long, flowing purple hair.
Attack - It will unleash a huge storm around him, catching up and
damaging any and all who touch it.
Togepi
Pokemon Number - 175
Looks Like - A little red, white and blue egg with a head popping out.
Attack - Once again, this pokemon has a random sheath of attacks, which
are:
-It will emit purple sparks, and then the entire screen will go black
for a few seconds, then come back.
-It will cause an earthquake to shake the screen, stopping enemies.
-It will cause other enemies to fall asleep, like Bellossom.
Unown
Pokemon Number - 201
Looks Like - Well, the Unown will pop from the pokeball and look like a
letter with an eyeball. Different letters pop out randomly.
Attack - The Unown will fly off the screen, then in a random direction,
a swarm of Unowns will cross the screen and deal 5% damage a hit. This
is like Beedrill from the original Super Smash Bros.
Venusaur
Pokemon Number - 3
Looks Like - A blue frog with a flower petal on it's back.
Attack - Venusaur will stomp the ground and any enemy near enough will
get tossed around, vulnerable to smash attacks.
Weezing
Pokemon Number - 110
Looks Like - A purple cratery sphere, connected to two smaller purple
spheres.
Attack - It will contract massively, and then start to pump out a
noxious gas which will do damage to other players and knock them
around.
Wobbuffet
Pokemon Number - 202
Looks Like - A big blue bowling pin with a small black tail that peeks
around.
Attack - Wobbuffet stands where he's thrown, salutes, and then bounces
around like one of those punching bag clowns. He'll damage the person
who threw him.
Zapdos
Pokemon Number - 145
Looks Like - A big yellow electrical bird.
Attack - Zapdos will fly in place, and electrocute any and all enemies
that get near him.
----------------------------------------------------------------------
12. ADVANCED TECHNIQUES
You already know that the R and L buttons allow you to block, dodge,
roll, and what have you. But there's more to it than you would expect,
and one can never be a master 'Smasher without the following.
First and foremost, it is HIGHLY recommended that you get used to
pressing the R and L buttons all the way down, and quickly. Sure,
pressing them part of the way in has its many strategical advantages
(shield gets worn out less quickly, can block many weak attacks and
projectiles, etc.), but to dodge and perform other quick recovery moves,
you'll have to press them in all the way.
Now that we have that out of the way, let's discuss some techniques to
make you an even better fighter than you already are!
(NOTE: From this point on, I will refer to both the R and L buttons as
just the L button, both to save space and because it's more convenient
to use. They have the exact same function, anyway, so just deal with
it.)
You probably have already noticed that if your character is knocked a
distance into the air, when they hit the floor they will lie there for a
moment, stunned. This is the perfect opportunity for opponents to smack
you around and string together combos. To avoid that "stunned" period,
hit the L button a moment or two before you hit the ground. Your
character will perform a fancy little hand-plant or something when they
hit the ground and immediately flip back on his/her feet. This move is
absolutely priceless to know, because not only is it quick, but in the
process of recovering any attacks won't hit you!
Be sure to hold the L button down until you hit the ground, because
sometimes if you let go too early the game will ignore the command to
recover. It just takes a bit of practice, and you'll get the feel for
it in no time! Also, by holding left or right on the joystick as you
use this technique, you can perform the equivalent of a rolling dodge
after that hand-plant, which is handy if your opponent is busy setting
up a smash attack aimed at the spot where you were going to fall.
This can be done on ANY surface you can hit when you're sent flying,
including walls and ceilings, although the roll can only be used on
floors, as far as I know. Handy if you don't want to bounce off a wall
and fly off the stage.
The next technique, which is pretty much useless but can save your butt
in iffy situations, is the wall jump. Simply leap toward a vertical
surface and tap the joystick in the opposite direction when you're close
enough. Your character will kick off the wall. Not only is this
EXTREMELY useful in stages like Fourside, but it doesn't count as a
jump, so you can even air jump afterwards if you haven't already! The
wall jump can only be performed by certain characters: Mario, C.Falcon,
Falco, Fox, Samus, Sheik, Young Link, and Pichu are the only characters
that can wall jump to my knowledge.
Finally is the tactic that I call the "aerial recover." I have no idea
if that's its real name. During that falling period when you can move
around, but you're still tumbling down through the air, tap the joystick
left or right. I highly emphasize "tap" because it's just that. TAP
it! Your character will stop rotating and will instead right
his/herself and fall normally. Since you cannot air dodge while
tumbling down, this move can be EXTREMELY helpful if the opponent is
plotting your swift demise while you helplessly fall toward the ground.
I am not sure if every character can do this, (see the wall jump, above)
so you'll have to experiment.
----------------------------------------------------------------------
12. THANKS
Well, this is an FAQ that was made by a bunch of people together, by
just putting out a call on Nintendorks.com, we all submitted our own
little parts, and then I combined them. It was a great group effort.
First off, thanks to Oni Locke, Yumblie, Gemini, Forbis316, chrunck,
Soybean, TheWindFish, The Chimp, Ridley, Ferquin, Mizar66, NothingMan,
SpiffyBiff, hylien007, RMBbhlaab, WDIIA, Amazing AJ, abkid56,
PDFarsight, VanRoosta, McSneer, JeffCanard, Capn Nintendo, Stumpy Joe
(Brandon, the head nintendork), Sniick, RPGMaster7, Shoryu, OLBAM,
EKDS5K, El Luchadore Magnifico (sorry E.L.M.), and David Curran.
----------------------------------------------------------------------
13. LEGALITIES
Ok, this FAQ first off is copyright 2001 by the Nintendorks, and only
the editor, RubixsQube, is allowed to put it up on any site. If it is
found on any other site, that is ILLEGAL, and only through expressed
written consent by me, RubixsQube (
[email protected]) will it be
allowed to be on any other site besides gamefaqs.com, nintendorks.com,
neoseeker.com, or the original geocities website.
Thanks, have a nice day, and you know what, because they asked SO
nicely, Ridley is cool, and Oni Locke is your god. Give him money. Tal,
however, eats cats and listens to Hitler speeches. drmaw is the father
of modern medicine, and EKDS5k is neither evil NOR a spybot. Discuss.
----------
Updates:
v0.20:
*Fixed some formatting
*Eliminated extra paragraph marks
*Added section borders
*Made formatting on characters' names more prominent
v1.0:
*Edited content, fixed grammatical errors
*Added Modes of Play
*Added Controller Explanation
*Added a new strategy for Event 51, and 49
*Added Kirby Powers
*Added Bowser
*Added Peach
*Added Zelda
*Added Mr. Game and Watch
*Added Events 39 and 49
v1.5
*Added Kirby
*Added Yoshi
*Added Bonus List
*Edited Mr. Game and Watch
*Edited Jiggly
*Added Roy
*Added Pikachu
*Added some events
*Edited Bowser
*Added Marth
*Edited Brinstar
*Added Pokemon
*Major editing on some of the characters
*More Bonuses
*Added Trophies
*Added Mewtwo
v1.8
*Added New Secrets
*Added Luigi
*Added some more items
*Edited Bonus List
*Added more event strategies
*Added Advanced Techniques
v2.0
*Added Secrets to Characters
*Added Samus' missile explanation
*Added Ice Climbers
*Added Pichu
*Added more events
v2.5
*Added Captain Falcon
*FINISHED TROPHY LIST
*Added Fox
*Added Falco
*Added Dr. Mario (FINISHED CHARACTERS!)
*FINISHED THE LEVELS
*FINISHED THE EVENT MODE
*Thanked Mizar66 for his PHENOMENAL graphical FAQ
*FINISHED ITEMS
v2.6
*Fixed sound test information
*Kicked EGM in the groin for printing that Sonic and Tails are playable
as a dumb April Fools Day joke
v.2.7
*So, I get an email from David Curran, saying that I don't have Donkey
Kong in the FAQ, and gee wiz, he was right! Well, I fixed that, and
thanks goes out specially to David. Ok, I'll send this in ASAP, and now
I have to send it to nintendorks as well.
Current Version: v2.7
Last Modified: 27 Mar 2002, 2100 EST