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Super Smash Brothers Melee
Character Spikes FAQ
V 1.0
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An In-Depth FAQ by Kirby Still On Top
Created for GameFAQs: www.gamefaqs.com
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Table of Contents:
I - Introduction / Definitions
II - Categorization of Spikes
III - List of Character Spikes
IV - Miscellaneous Spikes / Additional Information
V - Contact Information
VI - Special Thanks
VII - Legal Mumbo Jumbo
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I - Introduction / Definitions
The object of this FAQ is to compile all of the Spikes in Super Smash
Brothers Melee into one list, for the benefit of everyone that never knew
their characters ultimate KO move. Some of you may not know what a Spike is,
some of you may have the terms "Spike" and "Meteor Smash" mixed up. Well,
I’m going to clarify everything right now. In Super Smash Brothers Melee,
the object of any battle is to kill your opponent by way of knocking them off
the screen. Some common ways people attempt to do so, are by smashing them
upwards to the border in the sky, knocking them way off the screen to the
side, or just getting them far enough to the side that they can’t make it
back and are forced to drop off the bottom of the screen. While these are
all very good methods of killing your opponent. None of them are as deadly,
exciting, or as reliable as a spike!
Spike:
A "Spike" (Term from Super Smash Brothers 64) is any move that when
executed, sends the opponent hurling directly downwards, with little to no
chance of recovering. In many expert opinions, this is the most effective
way to kill somebody who has been knocked off the board, and is trying to
return. As long as there is no ground under the enemy, a spike is the move
of choice for most Melee masters.
Meteor Smash:
Now as far as Meteor Smashes go, a "Meteor Smash" is a term used in
the game that is supposed to have the same definition as a spike. However,
due to some major differences noticed in terms of which spikes are considered
Meteor Smashes and which aren't, I can not classify this as a Meteor Smash
list. A player can tell when they've performed a Meteor Smash to KO somebody
because after the match is over, they will get the Meteor Smash Bonus
(800 Points). Every Meteor Smash in the game has some sort of spike quality
to it. Most of them are just regular spikes, but some will only work like
spikes if you time them correctly (Type 2, explained in section II), either
way it will still earn you the bonus as long as you KO them with the move
somehow. A regular example of this is Young Links Down A Meteor Smash which
will only spike if you use the move from under the enemy. An extreme example
of a Meteor Smash that does not spike is Samus' Tilt Up A, which has the same
qualities of a spike if your opponent is standing on the ground, but will not
spike if they are airborne, deeming the move practically useless as a spike.
Some spikes that are not counted as Meteor Smashes include Ganondorf's
Down B, Falco's Down A and Marths Down A. That list gets pretty long,
therefore it was necessary for me to call this a Spike FAQ, rather than a
Meteor Smash FAQ.
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II - Categorization of Spikes + Additional Information
In order to label the many different spikes in this game, I have created 3
types of spike categories:
Categories:
Type 1- Standard Aerial Spikes - May or may not have a delay, but are not
bound by any other timing or spacing issues (almost always Aerial Down A).
Type 2- Advanced Aerial Spikes - These include some of the less obvious
aerial spikes that involve mastery of both timing and spacing as well as some
obscure B move spikes (some of these are very weak, IE: Peach, Fox,
Jigglypuff, Mario).
Type 3- Grounded Spikes - Spikes that can be done when your character is
standing on the ground (near the edge preferably).
Ratings:
I will list the levels of Difficulty, Power and Range for each spike, on a
scale of 1 to 5 (1 being the worst, 5 being the best). I will also make note
of which Spikes have delay times, and which are counted as Meteor Smashes.
Difficulty is a term I'm applying to how hard it is to actually make the spike
connect. 5 means that it's not difficult at all, 1 means it's next to
impossible.
Power will be represented by the distance a spike sends someone and not by
the spikes damage percentage since some spikes have varying damage and because
most of the time damage percentage means nothing in terms of the spikes actual
power.
Range applies to the moves length, duration and is effected by the area with
which you are able to do the move from (Type 3's are very limited range-wise).
And finally, I will also give an Overall Spikes Rating for each character
(regardless of how many spikes they have) under their names. This rating is
not only based on the above statistics, but on the characters comeback
ability, the usefulness of the characters spikes in battle, and particular
character strategies that might increase or decrease the worth of their
spikes. This will be on a scale of 1 to 10 (1 being the worst, 10 being the
best). I must also tell you that this particular statistic is obviously
biased somewhat by my opinions and is hardly official, although I've tried
to keep my judgements based purely on the facts.
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III - List of Character Spikes
Out of the 25 characters, 4 have 0 spikes, 7 have 1 spike, 10 have 2 spikes,
3 have 3 spikes, and 1 lucky character has 5 spikes. There are 12 Type 1’s,
15 Type 2’s and 14 Type 3’s. 41 total spikes known to date.
These 4 characters have no spikes known to date:
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Pikachu
Pichu
Dr. Mario
Bowser
These are the 7 characters that have one spike:
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Samus:
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Overall - 8
Type 1 Spike- Aerial Down A [Samus puching downward]. About as standard as
spikes come. It can be performed successfully at any angle, position and
time just like all other Type 1 spikes. I should note that so far, Samus is
the only character known to have a Meteor Smash that doesn't truly spike
(Tilt Up A).
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Ness:
-----
Overall - 8
Type 1 Spike- Aerial Down A [Ness stomping downward]. Once again, same
requirements as Samus’ spike.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Mewtwo:
-------
Overall - 6
Type 1 Spike- Aerial Down A [Mewtwo kicking downward]. Same requirements as
the above spikes, but slightly weaker than average with poor range.
Diffuculty- 4
Power- 3
Range- 2
Meteor Smash?- Yes
Delay?- Yes
Jigglypuff:
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Overall - 2
Type 2 Spike- Aerial Down A [Jigglypuff Kicking downward repeatedly]. This
drill kick spike does not come out as easily as Kirby’s or Falco’s, because
there is a special trick to it. In order to use this drill kick as a spike,
you have to space yourself so that the opponent is only hit by the very tip
of your feet. If you perform this correctly, you’ll know because it’ll only
hit the enemy once, and they will be sent hurling downwards, though not very
much. If the drill kick hits them more than once, they will get caught up in
it and it will seem useless. The easiest way to practice this is to make a
CPU jump over and over in training mode, then hover above them drill kicking
until it works. It’s best to use the drill kick on the way up (after
jumping), otherwise chances are, your enemy will get caught up in the other
hits and will not be spiked. Either way, the spike isn’t very strong.
Diffuculty- 1
Power- 1
Range- 1
Meteor Smash?- Yes
Delay?- No
Mr. Game And Watch:
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Overall - 5
Type 2 Spike- Aerial Down A [Mr. Game And Watch stabbing his key Downward].
This Spike has a minor requirement. For this spike to work, you must be
right next to the enemy as you do it. This is because only the first part
of the move will spike. If you hit your enemy a second after you press the
button, they will just fly upwards.
Diffuculty- 4
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes
Ice Climbers:
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Overall - 6
Type 2 Spike- Aerial Forward A [Ice Climbers Swinging their Hammers
Downward]. This Spike also has a catch to it. In order for this spike to
work, you must be above your enemy when you swing. It kind of makes sense
when you consider that they’re swinging hammers downwards. unfortunately,
sometimes the second Ice Climbers swing will mess up the spike from the first
swing and send the opponent back upwards.
Diffuculty- 3
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes
Link:
-----
Overall - 1
Type 3 Spike- Tilt Down A [Link stabs his sword down and forward]. Keep in
mind that Type 3 means that the spike works when you are standing on the
ground. For those who are confused about what "tilt" means. It’s simply the
move you perform while holding down, not the down smash. This move is best
used for edge guarding, which is when you are standing on the edge and the
enemy is trying to get back after being hit away. It does not always work
because the enemy needs to be very close to Link, and that’s not easy
considering that Link must be grounded. In my opinion, this move works best
when the enemy is hanging on the edge. To test it, have an enemy hang on the
edge, walk almost all the way to the edge, hold down, and press A.
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor
Here are the 10 characters, each with two spikes:
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Young Link:
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Overall - 3
Type 2 Spike- Aerial Down A [Young Link stabbing his sword downward]. This
move involves a big twist. Y. links aerial down A seemingly just sends the
opponent upwards. But if your enemy is completely above you as you use it,
barely connecting with them, they will be fired (literally) downwards.
Diffuculty- 2
Power- 5
Range- 1
Meteor Smash?- Yes
Delay?- Minor
Type 3 Spike- Tilt Down A [Young Link stabs his sword down and forward].
This is pretty much the exact same as Links spike above.
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor
Fox:
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Overall - 3
Type 2 Spike- Aerial Down A [Fox kicking downward repeatedly]. Same exact
technique as Jigglypuff (A lot of people consider his reflector a spike, but
since it hits them diagonally like a thrown star rod, I don’t consider it to
be a spike).
Diffuculty- 1
Power- 1
Range- 1
Meteor Smash?- No
Delay?- No
Type 3 Spike- Z + Down [Fox Throws downward]. For this spike to work you
must catch your enemy (With Z) while standing as far towards the edge of the
board as possible, as they are jumping back. They must be far enough off the
board so that when you throw them down they will not hit the ground, but
instead go hurling to their doom.
Diffuculty- 5
Power- 5
Range- 1
Meteor Smash?- Yes
Delay?- No
Peach:
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Overall - 2
Type 2 Spike- Aerial Down A [Peach kicks down repeatedly]. Works the same as
Jigglypuff and Fox's spikes, but somehow seems much more difficult.
Diffuculty- 1
Power- 1
Range- 1
Meteor Smash?- No
Delay?- Yes
Type 3 Spike- Tilt Down A [Peach swipes her arm forward]. Same technique as
Link except that it doesn’t seem to work if the enemy is hanging on the
ledge.
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor
Zelda:
------
Overall - 6
Type 1 Spike- Aerial Down A [Zelda kicking downward]. Same exact spacing as
Samus, though weaker than average. Sadly, Sheik does not have a spike.
Diffuculty- 5
Power- 2
Range- 3
Meteor Smash?- Yes
Delay?- Yes
Type 3 Spike- Tilt Down A [Zelda kicks down and forward]. Same movements as
Links Type 3 Spike.
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor
Mario:
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Overall - 8
Type 1 Spike- Aerial Forward A [Mario swings hiw fist downward]. Average as
far as Type 1’s go.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Type 2 Spike- Aerial Down B [Mario Spins around swinging his fists]. For
this spike to work, you must execute this move when you are directly above
your opponent, and attempt to only hit them once, much like Jigglypuff and
Fox’s drill kicks. This is one of the games weakest spikes.
Diffuculty- 2
Power- 1
Range- 1
Meteor Smash?- Yes
Delay?- No
Luigi:
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Overall - 3
Type 2 Spike- Aerial Down A [Luigi stomps downward]. If you execute this
move when you are directly under your opponent, they will be sent downwards,
much the same as Young links spike.
Diffuculty- 2
Power- 4
Range-1
Meteor Smash?- Yes
Delay?- Minor
Type 3 Spike- Up on D-pad [Luigi kicks opponent off ledge}. This one’s
practically an easter egg. Believe it or not, Luigi’s taunt is a spike. It
works ok if you’re on a platform and somebody jumps from under, but it’s best
use is when an enemy is hanging on the ledge. It’s actually a pretty
powerful spike:)
Diffuculty- 5
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Yes
Yoshi:
------
Overall - 7
Type 1 Spike- Aerial Down A [Yoshi kicks downward repeatedly]. Pretty good
drill kick spike, no requirements, but you’d better be ready to come back
with only one jump. The best way to use this move is directly after using a
jump, on your way up. To bring out the spikes full potential, it's best to
try to only hit once with this move, like Jigglypuff's spike.
Diffuculty- 5
Power- 3
Range- 5
Meteor Smash?- Yes
Delay?- Yes
Type 1 Spike- Aerial Forward A [Yoshi Swipes his head downward]. Pretty
straight forward.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Captain Falcon:
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Overall - 8
Type 1 Spike- Aerial Down A [Captain Falcon Stomps downward]. The typical
Type 1 Spike.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Type 2 Spike- Aerial Forward B [Captain Falcon Bursts Forward and swings his
fist downward]. If you perform C. Falcons forward B move in the air, it will
spike the opponent upon connecting. However, I would never advise leaving
the board while attempting it because you lose all jumping ability
afterwards.
Diffuculty- 4
Power- 4
Range- 5
Meteor Smash?- Yes
Delay?- Yes
Ganondorf:
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Overall - 9
Type 1 Spike- Aerial Down A [Ganondorf Stomps downward]. Easily the most
powerful spike in the game.
Diffuculty- 5
Power- 5
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Type 2 Spike- Aerial Down B [Ganondorf Flies downward foot first]. When
performed in the air, Ganondorfs down B will spike the opponent. This is a
great edge guarding move and isn’t too risky because once you use your down B
move, you get your second jump back, assuming you’ve already used it.
Diffuculty- 4
Power- 4
Range- 5
Meteor Smash?- No
Delay?- Yes
Marth:
------
Overall - 7
Type 2 Spike- Aerial Down A [Marth swipes his sword downward]. This works
exactly like the Ice Climbers Spike, in that you must be over your opponent
to spike them.
Diffuculty- 4
Power- 4
Range- 4
Meteor Smash?- No
Delay?- No
Type 3 Spike- Down B on the third hit of Marth's Forward B combination [Marth
stabs his sword downward]. For those who aren’t aware, holding forward and
pressing B multiple times with Marth and Roy will do a sword swinging
combination. The first two swings are easy and take no timing, but to land
the third swing, you must wait a split second in between the second time you
press B, and the third. You must also wait a split second after the third
time you press B, in order to get the fourth swing out. Now it gets more
complicated. The 4 hit combo has variations which I shall explain. The
first hit has to be Forward B so it will always look the same. But on the
second hit, you have the option to do a Forward B swing, or an Up B swing.
Then for the third and fourth swings, you have the option to use Up B, Down B
or Forward B as it suits you. It just so happens that when you use Down B
for Marth’s third swing in the Combo, the enemy will be spiked. Naturally,
this spike works best when you’re edge guarding. I should note that this
spike can also be done in the air without worrying about spacing (qualifying
it as a Type 2 Spike also).
Diffuculty- 3
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- First two moves.
Here are the 3 characters with three Spikes:
--------------------------------------------
Roy:
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Overall - 4
Type 2 Spike- Aerial Down A [Roy swipes his sword Downward]. This works the
exact same as Y. Links and Luigi’s spikes, in that you must execute it from
under your opponent.
Diffuculty- 2
Power- 4
Range- 2
Meteor Smash?- Yes
Delay?- No
Type 3 Spike- Up B on the third hit of Roy’s Forward B combination [Roy
swings his sword downward again]. Please refer to Marth’s Forward B Combo
Spike explanation for instructions on performing this spike. The only
difference in executing the moves is that it’s Up B on the third hit instead
of Down B. One more little requrement for this spike is that Roy connects
with the middle of his blade, otherwise the opponent will fly upward and not
downward.
Diffuculty- 3
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- First two moves.
Type 3 Spike- Smash Up A [Roy stabs his sword upward]. If you manage to hit
your opponent with the very tip of roy's sword, they will be spiked
downwards. This is not a very useful spike since it can hardly ever be used
to send them into a pit, but if you're on the very edge, sometimes it will
do just that. I should note that this spike sends the enemy on a somewhat
diagonal trajectory, almost to the level of Fox's reflector, so I was tempted
to not add it. However, it's trajectory is close enough to downward and the
move is secretive enough that I felt I had to add it to my list.
Diffuculty- 1
Power- 5
Range- 1
Meteor Smash?- No
Delay?- Yes
Donkey Kong:
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Overall - 10
Type 1 Spike- Aerial Down A [Donkey Kong stomps his feet downward].
Standard as can be.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes
Type 2 Spike- Aerial Forward A [Donkey Kong swings his fists downward]. This
one works the same as the Ice Climbers' spike in that you must be above your
opponent for this to work.
Diffuculty- 3
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes
Type 3 Spike- Forward B [Donkey swings his head downward]. This appears to
be a standard Type 1 spike except that you can do it on the ground as well as
in the air. To use it on the ground you must be near the edge while the
enemy is trying to jump back on. Note that if performed in the air, it's the
only spike in the game where you stay stationary during its startup and
execution.
Diffuculty- 5
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes
Falco:
------
Overall - 10
Type 1 Spike- Aerial Down A [Falco kicks downward repeatedly]. An excellent
drill kick that never hits more than once. Easily the best spike in the game
because of it's excellent range and lack of delay time.
Diffuculty- 5
Power- 4
Range- 5
Meteor Smash?- No
Delay?- No
Type 2 Spike- Aerial Forward B [Falco dashes forward]. All you have to do is
cross your opponents path in the air with this move and they will be flung
downwards. This is a great spike for returning to the edge because of it’s
quickness and length.
Diffuculty- 4
Power- 3
Range- 5
Meteor Smash?- No
Delay?- Yes
Type 3 Spike- Z + Down [Fox Throws downward]. This works the same as Fox's
throw spike, except that unfortunately Falco's laser shots will stop the
enemy on their way down. But usually by that time the enemy will be far
enough below enough so that they can't recover anyway.
Diffuculty- 5
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- No
And finally, Mr. five Spikes:
-----------------------------
Kirby:
------
Overall - 8
Type 1 Spike- Aerial Down A [Kirby kicks downward repeatedly]. In SSB64
this used to be even better than Falco’s drill kick of Melee. However, now
it is hampered by a time-delay and weaker power. Nevertheless, it is still
a very effective spike and shouldn’t be taken for granted.
Diffuculty- 5
Power- 3
Range- 5
Meteor Smash?- Yes
Delay?- No
Type 2 Spike- Aerial Up B [Kirby swings his sword downward]. This was also
infinitely better in SSB64, but who am I to reminisce. This move is a two
part move involving kirby swinging his sword up and then down. The up swing
will not spike, and actually seems to hamper the second swings capability to
spike. However, if you land only the second swing, on the way down, they
will be spiked.
Diffuculty- 2
Power- 2
Range- 3
Meteor Smash?- Yes
Delay?- The first swing.
Type 3 Spike- Z + Up [Kirby plummets with enemy]. For this throw to work,
Kirby must be standing on the edge, facing away from it. If you are
positioned as such, and the enemy is in front of you, just grab him and tap
up. Kirby will lift into the air and come crashing down into the pit,
killing himself in the process. It's a great tactic if you're at a high
percentage and the person whom you're grabbing is at a low percentage.
Diffuculty- 5
Power- 5
Range- 1
Meteor Smash?- No
Delay?- No
Type 3 Spike- Z + Backwards [Kirby plummets with enemy]. Another suicidal
throw that works just like the one above, except you don't have to be
standing quite as close to the edge.
Diffuculty- 5
Power- 5
Range- 1
Meteor Smash?- No
Delay?- No
Type 3 Spike- Z + Forward [Kirby plummets with enemy]. Yes another
Kamakaze throw spike for Kirby. For this one you need to be standing on the
edge, facing the abyss. There is a pretty decent range for this spike
considering that it involves a throw. One thing to be weary of is that if
you wait to long to start the throw, the enemy will sometimes break out of it
while you're in the middle of throwing them, which will leave you all by
yourself as you plummet to the bottom of the screen.
Diffuculty- 5
Power- 5
Range- 2
Meteor Smash?- No
Delay?- No
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IV - Miscellaneous Spikes / Additional Information
Miscellaneous Spikes:
Warp Stars- If you pick up a warp star and connect with an airborne
character on your way down, they will be spiked and come down with you.
However, this is only as useful as Kirby's 3 throw Spikes are, since the only
way to kill the enemy with it is to kill yourself with them (unless you get
them right on the edge). You do not get the Meteor Smash Bonus for this, or
any other item spikes.
Flippers- If any character jumps into a flipper directly above them, they
will be spiked. Pretty simple.
Super Scopes- Uncharged Super Scope shots in the air act as Spikes if they
hit the top of your enemys body. Best used for when the enemy is trying to
jump back to the edge from below.
Samus' Tilt Up A- As I said before, this Meteor Smash only seems to spike if
the opponent is on the ground next to Samus. If anybody can figure out a way
to make this move spike when the opponent is airborne, I will add the spike
to my list and give the person credit for it's discovery.
Donkey Kongs Kamekaze Throw- As many of you know, Donkey Kong can pick up
his opponent (Z + Forward) and jump off the side with them. In theory, this
should lead to both characters falling off the bottom of the screen.
However, the reason I could not add this as a spike is because any good
player will break out of DK's grasp by pressing buttons rapidly long before
he can jump anywhere with them. Even if you're playing someone who doesn't
realize they can escape and you manage to take them down with you, this move
does not count as a Meteor Smash.
Yoshis Egg- If you use Yoshis neutral B move while next to an edge, you can
spit the enemy out in egg form over the edge and theoretically they will fall
straight down. However, while the enemy is in the egg, they can shift
themselves to the left and right as well as being able to break out of it
very quickly through pressing buttons. Even if the enemy does plummet to the
bottom as an egg, the move does not count as a Meteor Smash.
Kirby's Swallow- If you use Kirbys neutral B move to suck an opponent into
your body, then jump off the edge with them still in you, you can plummet as
far down as you'd like, spit them out, and try to return to the top. You
can always just kamekaze with them also.
Additional Information:
One thing that must be noted is that in most cases, the trajectory a spiked
character is sent on will be altered by the motion of the spiker. For
example, if Yoshi spikes Samus while jumping to the left, Samus will be sent
downwards but also a little bit to the right. Hence, if Yoshi is jumping to
the right as he spikes, Samus will be flung down and to the left. Note that
moves that send opponents downward, but at a large angle such as Fox's
reflector, Pikachu and Pichu's Aerial Up A, Jigglypuffs Smash Down A and
thrown Star Rods do not count as spikes.
Finally, I should also include that there is a technique to save yourself
from being spiked that many people do not know about. I'll call it a "Meteor
Cancel" since there doesn't seem to be any official term for it. Basically,
whenever you are spiked, if you have any jumps left and your timing is good
enough, you can jump (Up, X, Y or Up B) directly after you're spiked and your
character will recover much faster than normal. You can tell if you Meteor
Cancelled because you will see blue sparks around your character, much the
same as the blue sparks you will see right before many Metoer Smashes.
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V - Contact Information
Email:
[email protected]
(Please say "SSBM" or "GameFAQs" in the topic, or I will probably dismiss it
as junkmail)
AIM/MSN/YIM: "KirbyStillOnTop"
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VI - Special Thanks
My eternal thankfulness goes to to:
H.A.L. for this wonderful game, CJayC for this wonderful site.
Special thanks goes to:
Leo7 for Kirby's Forward Throw Spike and the Super Scope Spike
CloudMS7 for Roy's Smash Up A Spike
VScorpion for DK's Aerial Forward A Spike
Dark Falco for Falco's Down Throw Spike
Dragontamer5788 for Fox's Down Throw Spike
FoxMcCloud for Kirby's Backwards Throw Spike
Videogaming for Zelda's Tilt Down A Spike
Frak for Young Link's Tilt Down A Spike
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VII - Legal Mumbo Jumbo
This In-Depth Character FAQ is Copyrighted 2002 Kirby Still On Top. This FAQ
may not be copied and/or reproduced for any reason, under any circumstances.
You are allowed to save this to your hard drive for personal use. If you find
this FAQ on any place other than www.gamefaqs.com, please report it to me by
email.
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