=====================================================================

Super Smash Brothers Melee
Hyrule Temple Jump Guide Version 3.0
Copyright Warrior of Zarona (Andrew Bautista) 2003
All Rights Reserved
E-mail: [email protected]   AIM: WarriorofZarona
This guide should only be found on:
http://www.gamefaqs.com
http://www.neoseeker.com

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.


=====================================================================

Table of Contents

1. History
2. What is this guide about?
3. What is the Hyrule Temple Jump?
4. Character Strategies
     a. Bowser
     b. Captain Falcon
     c. Donkey Kong
     d. Dr. Mario
     e. Falco
     f. Fox
     g. Ganondorf
     h. Ice Climbers
     i. Jigglypuff
     j. Kirby
     k. Link
     l. Luigi
     m. Mario
     n. Marth
     o. Mewtwo
     p. Mr. Game and Watch
     q. Ness
     r. Pichu
     s. Pikachu
     t. Peach
     u. Roy
     v. Samus
     w. Yoshi
     x. Young Link
     y. Zelda/Sheik
5. Miscellaneous
6. Credits

=====================================================================

1. History

3/30/04 Version 3.0: Added a bunxh of things, like the new jumps and
different strategies for them! Check the Reverse Long Jump and the "Down
Under" Jumps!

11/9/03 Version 2.5: Wow! Thanks to duran1, I have a Reverse Hyrule
Temple Jump for Mewtwo! Check Mewtwo's section for details.

7/21/03 Version 2.4: Thanks to Link Strife Leonhart for yet another
contribution.

6/10/03 Version 2.3: Thanks to qactuar, I now have a strategy for
Falco! Thanks very much for this!

6/08/03 Version 2.2: Merely added another strategy for Captain
Falcon. Nothing too special.

6/07/03 Version 2.1: This guide has recently been added to
http://www.neoseeker.com. Also, more contributed strategies. Thanks
for them, and keep them coming if you find more! *points more towards
the Falco section*

6/05/03 Version 2.0: Thanks to The Amazing One, I know have a map of
the Hyrule Temple Jump area! Kudos to him!

6/05/03 Version 1.8: I added a new feature for the character
strategies: Contributed Strategies! Basically, these are the
techniques used by other people other than this guide to make the
jump. Also, polished the guide some more, fixing some typos, and
taking out some unnecessary detail.

6/04/03 Version 1.5: Made a few important changes to the Ice Climbers
after some more testing. Also, added two extra strategies for
Zelda/Sheik.

6/03/03 Version 1.3: Merely polished more of the descriptions. Rumor
has it that Falco CAN make the jump, but until I find an effective
strategy, I'll leave him out of it for now.

6/02/03 Version 1.0: Just started the guide with all the characters
ready. Will polish up the guide in the next update.

=====================================================================

2. What is this guide about?

This guide was created to help players jump the legendary leaps in the
Hyrule Temple stage. There are three difficult jumps in the stage,
aside from the short gap on the left side of the stage. This jump is
pathetically easy, and needs not any strategies for it. Each character
has their own way of making it, and it serves greatly as means of
escape or a great route to use in a racing scenario. In any case, this
guide should help players know what to do in such a case that they need
to make the three different jumps.

=====================================================================

3. What are the Hyrule Temple Jumps?

The following are the different jumps in the game.

1. The Hyrule Temple Long Jump is the long gap starting from the top-
right
level portion of stage, then falling down and reaching the small
platform on the bottom portion of the stage. It takes lots of practice
to make across, but it can be easily jumped with timing and precision.

Here is what the actual area looks like. Note that this isn't the
entire stage:

/------------------------------------------------\
|_______          __         ^*=+~-.,    ____    |
|       |        |  |                      START |
|,.-~+=*^        |  |,,..--~~__________________  |
|            ,+*^                         ,^___  |
|    __,.-~=^                           ,^       |
|    __^^+_     __,..-~~+==*^^__________         |
|          ^+_+^                                 |
|                                                |
|____                   THE  HYRULE  TEMPLE      |
|    ^*=+-.,                                     |
|           |    ____      LONG  JUMP  AREA      |
|           |   |    |                           |
|       ,+*^    |GOAL|                           |
|__,+*^_        |____|                           |
|                                                |
\------------------------------------------------/

- Original Map by The Amazing One

Note where the characters will start. From that point, they will drop
them through the area and reach the small platform where it says
goal. It's a huge leap, but this guide will
hopefully help you in crossing it.

There is also what is called the Reverse Hyrule Temple Jump. This is
really obvious: Instead of starting from the top and making your way
to the bottom, you start from the bottom and jump back to the top.

/------------------------------------------------\
|_______          __         ^*=+~-.,    ____    |
|       |        |  |                     GOAL   |
|,.-~+=*^        |  |,,..--~~__________________  |
|            ,+*^                         ,^___  |
|    __,.-~=^                           ,^       |
|    __^^+_     __,..-~~+==*^^__________         |
|          ^+_+^                                 |
|                                                |
|____             THE REVERSE HYRULE TEMPLE      |
|    ^*=+-.,                                     |
|           |    _____     LONG  JUMP  AREA      |
|           |   |     |                          |
|       ,+*^    |START|                          |
|__,+*^_        |_____|                          |
|                                                |
\------------------------------------------------/

- Map Redone by Me

It's the hardest jump in the game, and only Mewtwo and Jigglypuff
can even make the jump.

Lastly, there's a third jump that's been brought to my attention,
thanks to Infohigh. I officially call it the Hyrule Temple "Down
Under" Jump. You'll see why.

It starts off on the big giant piece of land on the bottom portion
of the stage. The goal is to jump off from the left side of that land,
make your way across to the right from underneath, then reaching the
the small gray platform on the right!

/--------------------------------------------------------------\
|    _____.,,=---------.        __         ^*=+~-.,    ____    |
|   |   |             |        |  |                            |
|\_ |__ |      ,.-~+=*^        |  |,,..--~~__________________  |
| |_|    '_____'           ,+*^                         ,^___  |
|                  __,.-~=^                           ,^       |
|                  __^^+_     __,..-~~+==*^^__________         |
|                        ^+_+^                                 |
|  <-- START                                                   |
|  ________________                   THE  HYRULE  TEMPLE      |
| |                ^*=+-.,                                     |
| |                       |    ____    "DOWN UNDER" JUMP AREA  |
| ;__                     |   |    |                           |
|    \                ,+*^    |GOAL|                           |
|    '^*+,_________,+*^_    ^ |____|                           |
|           *,    /         |                                  |
|             \  /          |                                  |
|   ----->     \/        ---'                                  |
|                                                              |
\--------------------------------------------------------------/

- Map Redone by InfoHigh

The task is little tougher than the other jumps, but it can be done
by some characters. Note that the goal is the same platform as the
Long Jump.

=====================================================================

4. Character Strategies

Here is the list of strategies that can be used for each and every
single character for the Hyrule Temple Jumps. Note that some
characters have more than one way of making the jumps.

Here is the outline for the strategies:

Character Name (Obvious)
Notes: (Some things I may need to mention here about the character
itself)
Strategy: (Strategy goes here. If there is more than one, it will be
defined as A, B, C, etc. Also, each Strategy will come with the
following a difficulty level of Easy/Medium/Hard.)
Contributed Strategy by (Contributor): Easy/Medium/Hard (These are
strategies given by other people. Thanks in advance for these! Note
that by contributing, I will have the right to edit and change it as
I see fit to make it easier for the readers to understand. Feel free
to send in your own strategies through e-mail or AIM, with the
character's name, the difficulty of the strategy, the strategy
itself, and the screen name you wish to be credited as.)

The notes and strategies are separated first by which jump its for,
then by strategies by me and contributed straeties

Note for the Long Jump: Though it makes it easier for all the
characters to hang onto the cliff before making the jump, some
characters don't necessarily need to do so. However, it's a great
means of escape if you find yourself cornered and hanging on that
cliff. This guide will assume that the character is already hanging on
the cliff. For best results, lightly tap Left+Down on the control stick
for a softer, slower descent. For best results, hold left the entire
time of the descent unless otherwise noted.

Some characters must NOT hang from the cliff to make the descent. If
this is the case, a *** will be marked next to the strategy.

---------------------------------------------------------------------

a. Bowser

<LONG JUMP>

Notes: Bowser is pretty heavy, but he falls surprisingly slow. He has
one of the best horizontal recoveries in this game, and this helps
him greatly with making the jump. His main asset to use is his
Whirling Fortress.

Strategy: Easy

Simple enough. Fall down and make a double jump towards the platform
halfway down. Travel the rest of the way with Whirling Fortress.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

b. Captain Falcon

<LONG JUMP>

Notes: Captain Falcon is fast and has jumps with good horizontal
force, but it really isn't enough to make a usual jump to make the
platform. Unfortunately, he falls quickly as well, but he can make
the jump just fine. His main assets here are his Falcon Kick and
Falcon Dive.

Strategy: Easy

Fall down as usual, making your jump halfway through, then use Falcon
Dive. He should make it easily.

***Strategy: Medium

Start with Capt. Falcon right on the edge of the cliff, facing to the
left. Make a jump backwards and use the Falcon Kick at the peak of
your jump. This enables him with a good horizontal start to fall down
towards the platform. However, if the attack is used too late, you
could fall to your doom. After recovering from the attack,
immediately use your second jump towards the platform, followed by
the Falcon Dive.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

c. Donkey Kong
Notes: Like Bowser, Donkey Kong has a great Horizontal Recovery that
can certainly make the jump easy to do. His main asset here is his
Spinning Punch.

Strategy: Easy

Simply fall down and make your second jump, then use your Spinning
Punch to make it to the platform.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

d. Dr. Mario

Notes: Here is the first character that has one of the hardest jumps
to make in the game. Unlike Mario, Dr. Mario's Cape can't help with
Horizontal Recovery. If anything, it prevents it. His main asset to
use here is his Super Jump Punch, his Doctor Tornado, and precise
timing with the second jump.

Strategy: Hard

Fall down gently from the cliff, making sure that you press left as
much as you can. Keep falling until you reach just about the edge of
the bottom screen. Make your second jump, and continue to fall, then
use your Super Jump Punch right when you reach the bottom edge again.
If you're lucky, he'll JUST make the edge and hang on it. The trick
here is to try to get as much air horizontally before using the Super
Jump Punch. May take lots of practice, but it can be done.

Contributed Strategy by The Amazing One: Medium

Start your descent from the ledge. After reaching halfway down (look
for the small pillar sticking out from under the stage. Make sure
it's right above you) and use Doctor Tornado. Rapidly press B as fast
as you can for a Helicopter Effect while pressing left at the same
time. When recovering, utilize your midair jump followed by the Super
Jump Punch. He should JUST make the ledge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

e. Falco

Notes: Ahh, Falco. Simply one of the best characters to use in the
game. Unfortunately, he's the ONLY character that can't make this
jump at all without PRECISE, and I mean PRECISE, timing. His jumps
steer towards more of a vertical than a horizontal angle, and his
recovery moves aren't good enough to make it to the platform.
However, it CAN be done. His main asset is that precise timing and
his Fire Bird.

Contributed Strategy by qactuar: EXTREMELY Hard (Exact wording)

1. Start off by hanging off of the ledge, holding left.
2. Wait until you fall off, drift left, and time your double jump so
that when you do it, you're lined up with approximately the middle of
the gray pillar sticking out of the level(but preferably past it),
and that you're about a body-length from hitting your head on it.
3. Now comes the hardest part. When you reach the peak of your double
jump(Make sure you move left while doing it!), immediately start a
Fire Bird, and try to aim so it doesn't fly straight left or at a 45
degree angle, but somewhere in between. To do this, hold the joystick
in between the "corners" of the socket that signify left and upper-
left, on the "flat" part, right in the middle.
4. After you do this, MAKE SURE YOU HOLD STRAIGHT LEFT EVEN WHILE THE
MOVE IS EXECUTING(but not before it actually starts)! You DON'T want
to do a successful Fire Bird, then plummet to your doom just because
you were careless. He should just BARELY make the edge(he doesn't
really even make the edge; the game "thinks he's close enough and
puts him there).

Contributed Strategy by Tinister: Hard (Exact Wording)

Grab the edge, drop off holding left. When you're about under that piece
of dark grey platform, do a down+B to the left, wait a teeny bit, then
jump out of it and up+B ENE.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

f. Fox

Note: Fox falls quickly, but his jumps are more average and can
certainly get you to the point of making it to the platform. His main
asset here is his Fire Fox, which is an excellent recovery move for
both Horizontal and Vertical recoveries. It moves far enough for Fox
to make the jump.

Strategy: Easy

Simply fall gently and make your second jump, followed by a Fire Fox
with a straight trajectory to the left.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

g. Ganondorf

Notes: Ganondorf can make this jump easily. He falls slowly, giving
him good lag time. His jumps don't go as far as Capt. Falcon's. His
main assets here are Wizard's Foot and Dark Dive. His Wizard's Foot
is shorter, but in this case, it's a lot better because you can use
it twice here. His Dark Dive moves a bit more horizontally than Capt.
Falcon's Falcon Dive.

***Strategy: Medium

Follow Capt. Falcon's strategy, starting off from your Wizard's Foot.
After recovering, make a second jump. At the peak of that jump, use
ONE more Wizard's Foot. Jump out of that, then use a Dark Dive to
make the platform.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

h. Ice Climbers

Note: Ice Climbers have a pretty good jump with great recovery
tactics. The only problem here is that the CPU-controlled Nana may
not head in the direction you want it to, especially if you start by
hanging on the ledge. I suggest not hanging at all and start off be
facing left, then jumping backwards, immediately holding left after
you drop past the cliff. MAKE SURE NANA IS WITH YOU. The main assets
here are Squall Hammer and Belay.

***Strategy A: Easy

Can be done with Nana or alone. Simply fall down gently, use your
second jump halfway down, and use Squall Hammer. Note that you need
to rapidly press B to create a helicopter effect, enabling you smooth
sailing to the platform. Most of the time, you may end up hanging on
the platform's ledge, letting Nana fall down to her doom.

***Strategy B: Medium

Fall down accordingly and make your second jump just when you reach
the bottom edge of the screen, then use Belay when you reach the
bottom edge again. If you do things JUST right, you should land right
on the edge of the platform, while Nana catches herself on the
platform's ledge. Pretty nifty, eh?

<No REVERSE LONG JUMP>

<"DOWN UNDER" JUMP>

Contributed Strategies and Notes by Infohigh.

Notes: Yes, the Ice Climbers are also capable of making this jump; well,
one ofthem, anyway. You will leave your devoted partner falling to their
doom... but it's quite fun :) Your most important move here is Belay.

Strategy: Easy

Make sure your partner is ready to follow you as you jump off the left
edge. You will want to jump backwards, and be far enough away from the
edge that neither you nor your partner will grab back on (and make sure
you do not get separated!). While you're falling down the mountain keep
pushing forward to get as deep under the mountain as you can. Wait for
the magnifying glasses to appear; you won't even be past the bottom tip
of the rock yet, when you'll need to use your second jump. That will buy
you some horizontal distance. You should be at about the middle of the
rock, when you use Belay. The real trick here is to use it before your
-partner- falls off the bottom of the screen; but you want to be as far
to the right as possible, so that she can swing you onto the right side
of the mountain. You will be able to grab onto the ledge, while your
partner.. umm... yeah. Oops. :)


---------------------------------------------------------------------

i. Jigglypuff

Note: Easily one of the best characters to make the jump. She floats
slowly, has multiple jumps, AND has her Pound attack for extra
horizontal power. These are, of course, her main assets.

Strategy: Easy

Simply float down, making occasional (Not rapid) jumps towards the
platform. If need be, use Pound for an easier travel.

***Contributed Strategy by [email protected]: Easy

Go to the very edge of where you jump facing the opposite direction
(the left) and jump backwards. Immediately after you jump start
charging rollout. Count 1 second and release and you should either:
A. go all the way to the bottom section, or B. Bounce of the bottom
section and catch the edge of the platform.

<REVERSE LONG JUMP>

Note: Jigglypuff can make this jump easily and without any problems at
all. Her uses of upward pounds and her floatiness, both her main assets
here, can easily make it there. To use an upward pound, use pound and
immediately tilt up on the control stick.

Strategy: Easy

Make your first jump to the right, then immediately use an upward pound.
Continue back and forth up jumps and upward pounds until you make your
fifth jump. From here,make an upward pound to the left. Now make a jump,
and you should just make the edge. You can even airdodge upwards to add
a seventh jump.

<"DOWN UNDER" JUMP>

Note: Jigglypuff, with the best recovery skills in the game, can also
make it under the "Down Under" Jump. The same main assets are used here
from the Reverse Long Jump.

Strategy: Easy

Fall off and make your descent until you get past the upside down peak
of the land. Then begin the upward pound/jump combination and use your
airdodge to make the platform.

---------------------------------------------------------------------

j. Kirby

Note: Another easy character to use, though he falls quicker than
Jigglypuff does. His main assets here are his jumping ability and his
Final Cutter.

Strategy: Easy

Use the same strategy with Kirby as you did with Jigglypuff, making
occasional, not rapid, jumps towards the platform. Upon nearing it,
feel free to use Final Cutter to make the edge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

k. Link

Note: Link is fairly heavy and can't jump too far. However, he has an
interesting strategy that can be used to make the jumps. His main
assets here are his Spin Attack, Hookshot, and Bomb.

Strategy A: Medium

Before hanging onto the ledge, take out a bomb and hold onto it. Fall
down gently and make your second jump, followed by a Spin Attack.
After the attack, the bomb should explode, enabling you to make
another Spin attack towards the platform. This takes some timing,
since the bomb explodes at a given time.

Strategy B: Hard

This strategy is similar to Dr. Mario's. Jump down gently and make
your second jump right at the edge of the bottom screen. After making
it to the bottom edge of the screen again, use your Spin Attack. He
should JUST make the edge.

Contributed Strategy by Link Strife Leonhart: Medium

Like normal hang off the edge of the platform,and lightly fall off.
When Link falls towards to beginning of the pillar, use his second
jump.He should almost hit the pillar. When his fall is near the small
platform, air dodge to the left, and immediately use his hookshot(z
button). When the hookshot hits the small platform, hit the z button
again to jump up. now either you will make it, or you will have to
use his up-B to make it.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

l. Luigi

Note: Easily one of the best characters to use for the jump. You
don't even need to hang on the ledge for him. His main asset is the
powerful Rocket.

***Strategy: Easy

Instead of hanging on the ledge, simply run off the ledge and press
Left+B right away, getting Luigi ready for Rocket. Charge it fully if
you wish for the best effect. If you're lucky, he'll blast off with a
huge explosion, passing the small platform, and shooting you right
into the bottom part of the stage itself.

***Contributed Strategy by The Amazing One: Easy

Instead of simply running of the edge, you can start by climbing to
the top platform on the stage. (There are two platforms on the right
that are on top of the other.) Run off there and fully charge up
Rocket. By the time you're ready, it should shoot right into the
platform.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

m. Mario

Note: Mario is definitely easier to use than his counter-part. He has
a better horizontal recovery, and I believe he descends slower than
Doc does as well. His main assets are Cape, Mario Tornado, and Super
Jump Punch.

Strategy A: Medium

Fall down gently, making sure you've pressed left. Use two Capes,
with a one second lag time between each, then make your second jump.
Use one more cape, then use your Super Jump Punch. Alternatively, you
can fall down, jump halfway down, use two capes, then a Super Jump
Punch. He should JUST make the edge.

Contributed Strategy by The Amazing One: Hard

Start your descent from the ledge. After reaching halfway down (look
for the small pillar sticking out from under the stage. Make sure
it's right above you) and use Mario Tornado. Rapidly press B as fast
as you can for a Helicopter Effect while pressing left at the same
time. When recovering, utilize your midair jump followed by the Super
Jump Punch. He should JUST make the ledge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

n. Marth

Note: Marth has great vertical recovery and an average horizontal
one. He certainly floats down with grace from each of his jumps,
making the leap to the platform a lot easier. His main assets are
Dolphin Slash and Dancing Blade.

Strategy: Medium

Fall gently, with two Dancing Blade attacks, one second lag time
between them. Follow with a second jump, use one more Dancing Blade,
then a Dolphin Slash to finish it off. Should JUST make the edge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

o. Mewtwo

Note: Another easy character to use here. You don't even need any of
Mewtwo's Special attacks: the fact that Mewtwo floats around gives
him high advantage. His main asset is teleport and his second jump.

Strategy: Easy

Fall down gently, then make a second jump halfway down. You'll most
likely make it. If you wish, you can teleport to the ground of the
long bottom portion of the stage.

<REVERSE LONG JUMP>

Notes: Mewtwo has a really difficult jump, and he can barely make it
sometimes. But again, with timing and precision, he should be able to
make it there to the edge. His main asset is his use of Back A, and his
teleport.

Contributed Strategy by duran1: Hard

1. Be at the very edge of the platform, facing left. Rolling right on
the platform will suffice.
2. Jump and drift right. Easy stuff.
3. A bit after you reached your peak, double-jump. Continue to drift
towards the right.
4. When you are close to reaching the peak of the jump, do an Aerial
Back A. Mewtwo, if done correctly, should float higher then normal
while he is still doing the jump. MAKE SURE YOUR HEAD DOES NOT HIT
THE CEILING. Continue drifting right.
5. When you are directly below the edge, teleport directly up. Mewtwo
should snag the edge, or get a tinny bit above it.

Notes to make easier:
-Play around with your timing of the extended jump. Try doing it in
normal circumstances to practice. It's a very useful technique with
Mewtwo.
-(Practice Mode)Place a Standing Computer on the upper portion. This
may help you judge distances.

<"DOWN UNDER" JUMP>

Contributed "DOWN UNDER" JUMP Strategies and Notes by InfoHigh.

Notes: Mewtwo's second jump is amazing. With proper timing it should
allow him to gracefully float upwards along the right side of the slope.
Just like with the Hyrule Temple Long Jump, Mewtwo even has a Reverse
Strategy for this jump!

Strategy A: Easy

Stand facing to the right at the bottom-left area of the map. (Just roll
backwards to make sure you're at the very edge.) Jump backwards (left)
off the edge, and make sure you still face right the whole time. Float
down and lean to the right as much as possible without grabbing onto the
starting ledge again. Once Mewtwo is past the bottom tip of the level
(he should be in a magnifying glass for about half a second), use his
2nd jump to roll up along the right edge of the mountain. At the peak,
use his B-up attack at an angle of 45 degrees to grab onto the GOAL
platform.

If your second jump keeps him trapped on the left side of the mountain,
you're not going low enough. You -have- to make sure he gets past the
bottom tip, unnerving as it is. ;)

Strategy B: Medium

This time, start facing to the left. Softly jump off the edge, then lean
right as you fall along the bottom-left side of the mountain. Just as
you get past the bottom tip (you'll be in a magnifying glass), use
Mewtwo's 2nd jump to get up along the right side of the mountain. Right
when he's reaching the peak of his (backwards) 2nd jump, use his back-A
midair attack; this should get him to jump a little higher than normal.
(See Mewtwo's Reverse Strategy Guide for the Hyrule Temple Long Jump in
this FAQ to get an explanation). After this, use his Teleport ability to
land right in the centre of the platform (or just grab onto the edge if
you didn't get high up enough).

Note: The above two techniques (preferably the latter) can both be
performed from the very top-left area of the map also; above the little
gazebo-arch. Just jump off that left edge, and float carefully to the
right as much as possible down until you're in a magnifying glass below
the bottom peak of the screen. It's a bit challenging but it could be
used as a nice (tricky) escape during an intense battle. :)

Reverse Strategy: Hard

Mewtwo can do this jump backwards; from right-to-left. That is, from the
platform at the bottom right of the screen, under the lowest mountain
"peak", and back up to the wall on the left. To do this, stand on the
platform at the bottom-right of the level, facing right (backwards), and
gently jump down and go as left as possible. Soon you'll be in a
magnifying glass and just clearing the lowest point of the mountain
base. Use your 2nd jump as soon as you can clear it, quickly followed by
your midair back-A attack to get that extra little distance (this is
necessary). At the very peak of this jump you should be directly below
the vertical slope up to the ledge. Use Teleport straight up and you can
just barely grab onto the edge and climb up. Neat!

---------------------------------------------------------------------

p. Mr. Game and Watch

Note: He's a fairly decent character to use here. He falls down at an
average rate, and his recovery isn't too bad at all. His main asset
is trampoline.

Strategy: Medium

Fall down gently until you reach the edge of the bottom of the
screen. Use your second jump here, then use Trampoline when you reach
the bottom edge again. You should JUST make the ledge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

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q. Ness

Note: He has an interesting midair jump, but his recovery can be hard
to control. His main asset here is PK Thunder.

Strategy: Medium

Simply fall down, making your second jump halfway down. Use PK
Thunder and fly it around so it either hits Ness' back or his butt,
depending on where you are. (In other words, aim straight to the left
or diagonally up to the left.) The results can be uncontrollable if
it connects incorrectly, but it's relatively easy with practice.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

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r. Pichu

Note: Pichu has an excellent recovery move, but it lacks control of
the landing after the second jolt of his Agility attack. This is, of
course, his main asset, as with Skull Bash.

***Strategy: Medium

Like Luigi, run off the edge and immediately charge up Skull Bash.
Pichu's Skull Bash certainly travels farther than Pikachu's.
Afterwards, use your second jump and Agility. Warning: Pichu can
sometimes miss the platform and fall into the small gap pass it. Be
wary of this. Try not to fully charge Skull Bash, as it takes too
long for it to do so.

***Contributed Strategy by The Amazing One: Easy

Instead of simply running off the edge, you can start by climbing to
the top platform on the stage. (There are two platforms on the right
that are on top of the other.) Run off there and fully charge up
Skull Bash. By the time you're ready, it should shoot right into the
platform.

<No REVERSE LONG JUMP>

<"DOWN UNDER" JUMP>


Contributed Strategies and Notes by InfoHigh.

Notes: With Pichu you will have to decide for yourself when to let go of
the Skull Bash. This attack can go much farther than Pikachu's, and it's
a lot more fun. This is your best asset here along with Quick-Attack.

Strategy A: Medium

To begin, don't just jump off the left side of the screen. Instead, jump
up to the soft (you can duck through it) cage-like platform area that's
just above the starting place. Be at the left side of it against the
wall, facing right. Tap down on the control stick to 'duck' through the
platform, and immediately as you're passing through it start charging
your Skull Bash. You should just barely bypass the wall. You need to
release the risky Skull Bash at the right moment; if the other player(s)
are all near the bottom of the map, then this is right about when Pichu
gets entirely "swallowed" by the magnifying glass. Anyway, you should be
horizontally level with the middle of the brownish dirt area of the
bottom peak of the mountain you're trying to jump under... below the
grassy area. This is when you let go. The skull bash should slide you
under the bottom tip of the mountain, at which point you are still in a
magnifying glass and you have a very short moment of time in which to
act. Do your 2nd jump, up and forwards, and at its peak use quick
attack. Like Pikachu, aim it up, and then left+up. With luck you'll just
be able to grab onto the ledge. Be careful though, it's actually
possible to overshoot this jump with Pichu and you'll be falling to your
doom on the other side of the platform.

Strategy B: Hard

This is the same idea, except Pichu can make this jump from the very
top-left of the level; on top of that Gazebo-like structure. Jump off
that edge on the left, facing right, and quickly start charging Skull
Bash. It still won't be able to charge up completely before you need to
release it, and again your timing has to be perfect. You want to be at
approximately the same height as before; except now Pichu has a lot more
powere to propel him under the mountain. You should keenly slide under
it. If you manage to pull this off without killing yourself, then fall
to the right for a fraction of a second and then use your 2nd jump and
Quick Attack. Again, use your quick-attack upwards first, and then
angled towards the platform. Doing this the extra-long-jump way is
difficult, but is megafun if you can pull it off. :)


---------------------------------------------------------------------

s. Pikachu

Note: His jumps fly farther than his little counter-part, and his
recovery is easier to control. His main asset is Quick Attack and
Skull Bash.

***Strategy: Easy

Simply follow the same strategy as Pichu's. The reason this is marked
easier is because Pikachu's landing is a bit more controlled with
Quick Attack, and you'll most likely reach just the edge or have made
it right on top of the platform. Although his Skull Bash doesn't
reach as far, it's still effective in getting you there. Unlike
Pichu, feel free to charge it fully.

***Contributed Strategy by The Amazing One: Easy

Instead of simply running of the edge, you can start by climbing to
the top platform on the stage. (There are two platforms on the right
that are on top of the other.) Run off there and fully charge up
Skull Bash. By the time you're ready, it should give you enough
horizontal distance for your second jump and/or Quick Attack.

<No REVERSE LONG JUMP>

<"DOWN UNDER" JUMP>

Contributed Strategies and Notes by InfoHigh

Notes: Pikachu's tricky, as your timing has to be just right. Pikachu's
Skull Bash and Quick Attack are his main assets. Notice that Pikachu's
skull bash can raise his height quite a bit during launch. For our
purposes, this is bad since it makes it difficult to get underneath the
mountain. ;)

Strategy: Medium

Start facing right, at the bottom-left of the screen. You want to jump
off the left but stay close to the wall. As soon as Pikachu is about
halfway past the starting ledge (or maybe a -little- bit higher than
that), start charging Skull Bash. Let it finish automatically, and you
will be propelled just under the lowest point of the mountain. You
should be able to drift a fraction of a second more towards the right;
this will ensure that your 2nd jump will be able to clear it. If you are
able to do your 2nd jump past the cliff then you're rocking!! You don't
have a lot of time, but at the peak of this jump do a quick
Quick-Attack. The first quick-attack should be mostly vertical, and the
following one should be angled up+right as necessary. Pikachu should be
able to grab the edge of the platform after the second quick-attack
jump.

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t. Peach

Note: Next to Mewtwo, Peach is one of the best characters to use for
this jump. All her recovery moves are great for both Horizontal and
Vertical recoveries, which can be used in two strategies here. Her
main assets are the fact that she can float and her Peach Parasol.

Strategy A: Easy

Simply drop down, then use your second jump and hold the jump button.
Float her with ease towards the platform.

***Strategy B: Easy

Want the slower, more relaxing approach? Use her Peach Parasol and
simply float down to the platform.

<No REVERSE LONG JUMP>

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u. Roy

Note: Roy falls a lot more quickly than Marth does, and he doesn't
have much of a horizontal recover. But it can be done. His main
assets are Double-edge Dance and Blazer.

Strategy: Medium

First, drop down gently, making 2 occasional Double-edge Dance
attacks. Try to time your second jump halfway down, make one more
Double-edge Dance, then use Blazer. Blazer, fortunately, has a better
horizontal recovery than Marth's Dolphin Slash simply by holding left
on the control stick. He should JUST make the edge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

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v. Samus

Note: She falls down slowly, making for a good descent to the
platform. Her main assets here are Screw Attack, Grappling Beam, and
Bomb Jumps.

Strategy A: Easy

Fall down and make your second jump right at the edge of the bottom
screen. Use screw attack, and you should make it.

Strategy B: Medium

Want a fancy looking recovery? Fall down and make your second jump
halfway through. Upon approaching the platform, use two Bomb attacks
to enable a Bomb Jump. Reach forward and use a grappling beam, and
you're there! You can also use the Screw attack after the Bomb Jump
instead.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

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w. Yoshi

Note: Yoshi only has two jumps, but his second jump really makes that
leap well. His main asset here is Yoshi's signature midair leap.

Strategy: Easy
Fall down until you reach near the bottom edge of the screen and use
the second jump. You should reach it easily.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

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x. Young Link

Note: Young Link certainly has a better hang-time in the air,
especially since he's a lot lighter. His main asset is the Spin
Attack and Bomb.

Strategy A: Easy

Unlike Link, Y. Link can easily make this jump by using his second
jump halfway down and using his Spin attack. He should make it
easily.

Strategy B: Medium

Like Link, pull out a Bomb before hanging on the ledge. Fall down,
use your midair jump, followed by Spin Attack. When the bomb
explodes, use another Spin attack to make it to the ledge.

<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

---------------------------------------------------------------------

y. Zelda/Sheik

Note: Zelda certainly has a great recovery in this game and makes it
easy to make the jump, plus the fact that she falls slowly.. Sheik
takes a bit more practice, but it can be done. Zelda/Sheik is also
the only character that has more than 2 strategies to make the jump.
The main assets here are Zelda's Farore's Wind and Sheik's Vanish.

Strategy A: Medium

As Zelda, fall down gently and make your midair jump halfway through.
Use Farore's Wind straight towards the platform. Warning: Zelda may
miss the platform and fall through the gap between the platform and
the bottom portion of the stage. Be careful when utilizing it.

Strategy B: Hard

As Sheik, fall down and jump right when you reach the bottom edge of
the screen. At the peak of your second jump, use Vanish. She should
JUST make the edge.

Strategy C: Medium

Start off with Zelda and hang on the ledge. Drop and make your second
jump halfway down. After half a second after the peak of the second
jump, transform into Sheik. Immediately use Vanish and aim left.
Zelda can fall slowly, giving you time for the transformation. Since
Vanish makes Sheik elevate slightly, it gives you a great chance of
making the jump.

Strategy D: Hard

Start off with Sheik and hang on the ledge. Drop and make your second
jump halfway down. At the peak of your second jump, transform into
Zelda. Immediately use Farore's Wind and aim left+up. Sheik DOES drop
faster, but it's a fancy way of making the jump. Farore's Wind
travels far, and aiming at the direction specified gives you the best
chance of making the platform. Most likely, you'll make it just to be
able to hang on the ledge.


<No REVERSE LONG JUMP>

<No "DOWN UNDER" JUMP>

=====================================================================

5. Miscellaneous

I just basically made this guide for the fact that I was really
bored and I wanted something new to do. As said before, you can
certainly use this as a great escape tactic, or to use it in a
racing route. In fact, I have a racing route that goes perfectly
well with this jump, and it'll be included in the next update.

=====================================================================

6. Credits

I want to thank my mom and dad for giving me life into this world.
I also want to thank them for getting me a Gamecube so that I could
PLAY Super Smash Brothers Melee, one of the best games ever.
I want to thank the people in the SSBM message board in GameFAQs for
tips on some of the characters to make the jump. Forgive me if I
don't specify who. Those who contributed to the strategies and the
map, I thank you as well.


And lastly, I want to thank you for reading this guide. I'm sure it
was a bit of a hassle, but I hope that it was very helpful at some
point.

If you have any suggestions/comments/flaming/strategies, e-mail me
above or send me an instant message. Thanks for reading!

=====================================================================