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Super Smash brothers FAQ
made by Kildread2 (
[email protected])
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Contents:
1. Introduction
2. Characters
3. Items
4. Stages
5. Single-Player Point Bonuses
6. Master Hand Strategy
7. Bonus Stage 1
8. Bonus Stage 2
9. Secrets
10.Credits & legal stuff
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1. Introduction
Super Smash Brothers, an all-out challenge out of many of Nintendo's trademark
characters. With many weapons at your disposition along with a vast array of
moves, this game should keep you entertained for quite while... Oh, and here
goes a bit of personal advice, play with yoru friends! You'll get the most
enjoyment of the game that way....
This guide will cover the Bonus Stages, each character along with their
different moves and strategies, the items in the game, the secrets and the
stages. ENJOY!
(Note that the single-player strategy is not covered because there is nothing
required except your own strategy to play the Single-Player part of the game.
The point bonuses are included along with a strategy against the Master Hand
for every character.)
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2. Characters
In this game, you have 8 characters (plus 4 hidden ones) that battle in
arena-like stages. You must send other players out of the arena. In this
section, I will list the moves for each characters and explain some strategies
about how to use them efficiently, I will also rate each character. All those
characters are people from different games (pikachu from pokèmon, etc...). When
you see a + instead of a , in a move, it means that you must press those
buttons nearly at the same time (sometimes it is somewhat tricky to pull it
off). For a , you must hold the directions that is said and after that you
should press the button. Some moves will send your opponents flying a long way
if you've dealt enough damage to them and others will only do damage. Also, the
C buttons are only used for jumping, hit a C button while in the air to do a
Double Jump. Damage for the hits varies if it's a clean hit or not, if you hit
someone near the end of the move you'll do less damage and he'll get thrown
less far.
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MARIO
A button : This button is your basic close quarters attack for each
character. If you press this one several times, Mario will do a punch + punch +
kick combo, pause, restart... It does small damage, but you can use this on the
edge of the stage to prevent a player from coming back.
DAMAGE: 1rst hit= 2% 2nd hit= 2% 3rd hit= 4%
Up, A (Uppercut): Mario will punch over his head, this move should be
useful to keep your opponents in the air, it doesn't to much damage by itself,
but you can follow up by an air attack.
DAMAGE: 8%
Down, A (Low Kick): Mario will crouch and kick at feet height, this move
should be used only to it someone like Fox who is doing a laser barrage with
his gun.
DAMAGE: 12%
Forward, A (Kick): Press the control stick forward and A and Mario will do
a kick. This move could be like a normal A button attack so it's not that
useful.
DAMAGE: 10%
Jump and A (Low Air Kick): Mario will do a Low Kick in the air. Usually
nobody uses this move.
DAMAGE: 11%
Up + A (Head Bash): Mario will perform a hit with his head, you must be
close for this hit to work, it does some decent damage, but the close range of
the hit makes it less effective. It will send your enemies flying in a flash
too.
DAMAGE: 16%
Down + A (Trip Kick): Mario will do a kick around him. This move has more
range than the Head Bash and it hits all around you so it should be used
instead of the Head Bash.
DAMAGE: 14%
Forward + A (Charged Punch): Mario will do a strong punch in front of him.
It's a good move, has it deal some damage and send your opponents away.
DAMAGE: 14%
Running stance, A (Slide): Press A while running (tap the control stick to
make your character run) and Mario will make a sliding move a short way. This
can be useful to surprise opponents and it will send them flying too.
DAMAGE: 9%
Jump and Down, A (Spinning Kick): Mario will do Spinning kick like in
Super Mario World, but this time in diagonal. Don't let the multiple hits and
damage impress you this move is not so good, usually use the Spin instead of
this.
DAMAGE: 3% per hit
Jump and Up, A (Round Kick): Mario will do a round kick toward the sky.
Use this move after an Uppercut to send your opponent higher.
DAMAGE: 9%
Jump and Back, A (Air Kick): Mario will do a kick behind him while in the
air. This or the Drill Kick should be used to send opponents who are coming
back on the ground on the side of the stage.
DAMAGE: 12%
Jump and Forward, A (Drill Kick): Mario will drill his body in front of
him while in the air. This or the Air Kick should be used to send opponents who
are coming back on the ground on the side of the stage.
DAMAGE: 12%
B button (Fireball): Mario will launch a basic bouncing fireball, it's a
little slow to launch and doesn't do much damage. Use it has an harrassing
technique to bring your opponents to you if you're away. (You can launch it in
the air)
DAMAGE: 6%
Up, B (Jumping Uppercut): Mario will do a jumping uppercut done
diagonally. Any enemy caught with this technique will receive a fair amount of
damage and will be tossed away. This is one of the best moves to execute has it
has a quick recovery. You can use it to come back on the arena if you're
missing and if an enemy his waiting for you on the edge he will be caught by
the move and you will come back safely.
DAMAGE: 2% per hit (1 coin = 1 hit)
Down, B (Spin Assault): Mario will spin and if an enemy is near him he
will take an hefty amount of damage and get tossed up. This his a GREAT move if
you hit them at the beginning of the spin. Use this move on groups of enemies
and follow it with a Jumping Uppercut you will do a near 30-40 damage in no
time. If an enemy is falling on you use this move, he/she will be surprised!!
(You can use it in the air, but it's not as strong)
DAMAGE: 1% per hit, 3% for the last punch where he throws them in the air.
L button: The taunt button. Mario will become BIG and after a little time,
will regain normal height. Don't do it unless you're out of danger because
you're bigger than DK when you do this.
A, B or R button when landing on belly (Head Turn) : Mario will get up by
spinning his head around, cleaning a little space around him.
DAMAGE: 6%
A, B or R button when landing on back (Feet Turn) : Mario will spin his
feet around him to clear the space to get up.
DAMAGE: 6%
A or B button when hanging from a ledge (Climbing Kick) : Mario will throw
himself over the ledge and kick at head height. This move is done if you're
under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Low Kick) : Mario will climb up
the ledge and execute a low kick. This move is down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (1 Turn Throw) : Mario will spin
around once and launch the opponent into the air.
DAMAGE: 12%
Pressing Back when holding an opponent (3 Turns Throw) : Mario will spin
around 3 times, the velocity of the movement will lift the opponent a little
and finally he will launch the opponent into the air. Great throw because you
use the enemy to clear space around you. DK is the best because of his size.
DAMAGE: 16%
Playing As: With Mario, use the Spin Assault and Jumping Uppercut combo to do
big damage. When your opponents are high on damage and they're in the air, use
the drill kick or air kick to send them on the side of the arena. You can also
use his fireballs to harrass opponents while staying far away.
VS Mario: Don't stay above Mario, he can easily juggle you out of the stage or
throw you off-course from the air, it's best to stay on the ground and close to
him so you don't get pummeled with fireballs. Learn to predict his Jumping
Uppercut move, so you can hit him out of the field once he falls after
executing it, he's helpless until he touches the ground at that moment....
Overall: 8/10 Mario his a good fighter with quick recovery. His moves are well
done and useful, but his throw must be executed at close range. When playing a
4 player Free-For-All, he can be hard to play with. When he is 1vs1, he can be
a very dangerous foe. He is an easy-to-learn character with nearly no pause
between attacks. If you're a beginner, pick Mario.
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DONKEY KONG
A button: DK will do 2 punches, pause, 2 punches.... Basic attack, useless.
DAMAGE: 1rst hit= 4% 2nd hit= 4%
Up, A (Overhead Slap): DK will slap over his head, this move is slow and
should only be used if there's no danger around.
DAMAGE: 10%
Down, A: (Low Slap): DK will do a low slap, this move is slow and useless.
DAMAGE: 6%
Forward, A (Strong Punch): DK will punch in front of him. Stronger than
the basic move but not more than that.
DAMAGE: 10%
Jump and A (Shoulder Spin): DK will spin in the air and hit people with
his shoulders.
DAMAGE: 12%
Up + A (Upper Clap): DK will clap his hands over his head, use this
instead of the slap to keep an opponent in the air, it will send them a long
way up also.
DAMAGE: 16%
Down + A (Spinning Donkey): DK will sit down and spin with his legs
stretched. Use this to clear the space around you has it has a large radius and
it his executed fairly quick.
DAMAGE: 16%
Forward + A (Strong Slap): DK will slap strongly in front of him. This
move is very strong if you can connect with the opponent.
DAMAGE: 16%
Running Stance, A (Running Kick): DK will kick in front of him while
running. This move is quicker than his other moves and has a good radius. Watch
out because his running is not too fast compared to other characters and the
recovery from this move is slow.
DAMAGE: 10%
Jump and Down, A (Falling Feet): DK will stretch his body, feet downward,
to hit players under him. To move is quick and good. It does good damage too.
It will propel your opponents straigth downwards, use it above holes to send
them to their doom!
DAMAGE: 10%
Jump and Up, A (Flying Overhead Slap): Same has Overhead Slap, but in the
air.
DAMAGE: 9%
Jump and Back, A (Side Kick): DK will kick behind him while in the air,
this move is good to send other characters farther when they're jumping.
DAMAGE: 12%
Jump and Forward, A (Flying Ball): DK will roll in the air in front of
him. This move actually sends people downward at an incredible speed and you
can easily smash down in the hole any player that are trying to come back, much
like Ness' Squash move, but with greater range.
DAMAGE: 12%
B button (Charge Punch): Press B one time to charge (it takes quite a
while), after that press B to do a STRONG punch. This punch is deadly if DK can
get it charged up. You will go flying far even at 0% damage. The only problem
is the charging time. Find a safe place to charge it. (You can start it in the
air, but it is not recommended). The charging will be reset if you are hit
during the process, you can be interrupted while punching and it will negate
the charging, the recovery from this one is slow also...
DAMAGE: Not charged= 11% Charged= 33%
Up, B (Flying Tornado): DK will float in the direction you are facing
while turning on himself with his arms stretched. You can use this move to come
back a LONG way if you've been sent far away. This move can clear up much space
and it is quick. The only drawback is, one time you started it, you must finish
it. (Exception: If you get hit, you will have to restart the move. You can use
it in the air)
DAMAGE: 6%
Down, B (Ground Hammering): DK will hit the ground with his two hands.
This move sends all opponents (on the same floor and a short distance away from
you) in the air. It's quite strong and you can do it indefinetly with no pause
between each. (If you set the game to 200% Damage, this move will send everyone
in space nearly everytime, you will rack up big scores this way.). In Mushroom
Kingdom Stage, if you do this under the brick ceiling to the left of the stage,
they can't escape from it!! (Infinite combo!!)
DAMAGE: 8%
L Button: DK will put his hand by his head and move it. Use this to tick
your opponent.
A, B or R button when landing on belly (Back Slap) : DK will do a slap
behind him while getting on his feet.
DAMAGE: 6%
A, B or R button when landing on back (Retracted Feet) : DK will retract
his feet then let go of them to get up.
DAMAGE: 6%
A or B button when hanging from a ledge (Sitting Hit) : DK will throw
himself over the ledge and let himself slide a little while sitting. Clears a
bigger space than other characters. This move is done is you're under 100%
damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Low Slap) : DK will climb the
ledge and do a low slap. This move is done when over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Carrying Throw) : DK will carry
the opponent on his back and move until you find a good place to throw them.
Good throw because you can move. Opponents can escape this by quickly pressing
diferent buttons.
DAMAGE: 8%
Pressing Back when holding an opponent (Under The Arm Throw) : DK will
throw the opponent behind him from under his arm.
DAMAGE: 14%
Playing As: Charge his punch everytime you're not the target of your enemies.
(hard to do if you're 1vs1) This way you can do big damage. The only other
combo to use the Ground Hammering and an air hit after. The only trick is that
he can move after getting hold of someone (R button). This way, you can grab
new opponents (0% damage) and walk your 200% and + damage DK in the hole with
him so you take his life with yours!! (cheap but effective). A trick is to grab
an opponent, jump over the ledge, throw them away and float back to the ground.
Grab them once they come back and repeat until they don't come back.
VS Donkey Kong: Be careful around him, he might be slow but he'll hit you hard
if you don't watch out. Never let him charge his punch fully, and if he
succeeds, be on the lookout for it at all times... If he grabs you and moves
around, quickly press all the buttons and twirl the Control Stick as fast as
you can to break free quickly (You can break free almost as soon as he grabs
you if you're quick). Beat on him from a distance as he do not possess ANY
projectile attacks without items, so be sure to use those projectiles to soften
him a bit.
Overall: 5/10 DK is an extremely strong character, but he pays too much for
that. First, he is THE slow guy, all his attacks are slower than the others and
he moves slower than the others. Second, he is the biggest target in the game.
Third, he doesn't have any projectiles. Your best bet is to rush to the
projectile-thrower. Fourth, he doesn't have much chances against a good player
in a 1vs1 match (He's just too slow and too big). Lastly, his jump is not so
good, he doesn't jump high and his comeback move (Flying Tornado) is mostly
done horizontaly. His only good advantage is the fact that he can move after
getting hold of someone. He can be very good in a team as a finisher.
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LINK
A button: If you press repeatedly the A button, he will hit with his sword
at a very great speed (3 hits per second) until you stop pressing the button
use this on opponents in corners to whittle them down (1% damage per sword hit,
you will litterally pin them there, you can wait for them to reach 700% if you
want to!! on a 1vs1 match of course) or use it on the edge of the arena to keep
a player from coming back by grabbing the ledge.
DAMAGE: 1rst hit= 5% 2nd hit= 3% 3rd hit= 4% Quick stabs= 1% each
Up, A (Overhead Slash): Link will swing his sword over him. Good to keep
opponents flying.
DAMAGE: 8%
Down, A (Low Thrust): Link will thrust his sword at feet height. Not a
good move, just forget it.
DAMAGE: 10%
Forward, A (Front Slash): Link will swing his sword from over his head to
the ground in front of him. This move is strong for a normal move. In fact, you
should use it whenever you want to hit in front of you it's the best move to do
so. This move can block projectiles too!!
DAMAGE: 14%
Jump and A (Single Kick): Link will do a single kick in the air.
DAMAGE: 8%
Up + A (Upper Stabs): Link with hit with his sword 3 times over him.
Stronger than the Overhead Slash, just make sure to hit your opponent.
DAMAGE: 1rst hit= 6% 2nd hit= 3% 3rd hit= 9%
Down + A (Round Swipe): Link will swing his sword from the front to the
back. Use it to clear the area around you.
DAMAGE: 14%
Forward + A (Souped Frontal Slash): Same as Front Slash but stronger. This
move is very strong, in fact it's so strong that you can use this and your
opponents will go flying far if they're over 50%, probably killing them. It is
executed fairly quick too and has a wide radius of attack.....
DAMAGE: 20%
Running Stance, A (Dashing Thrust): Link will thrust his sword in front of
him and slide some distance with his sword out. This move is good, use it to
clear a group of opponents easily. You can start it a little way from them
because you will slide a little.
DAMAGE: 11%
Jump and Down, A (Downward Thrust): Link will point his sword downward
when falling. It's strong and easy. You can get more than one enemy with this
because you'll bounce a little when you hit someone so get another hit if
there's someone near, or get a second hit on the same person.
DAMAGE: 12%
Jump and Up, A (Upward Thrust): Link will point his sword upward and hit
anybody who is over him. It's strong but not as powerful as the Downward Thrust.
DAMAGE: 14%
Jump and Back, A (Double Kick): Link will do a double kick in the air (one
kick right, one kick left). This move doesn't do much to your opponents, and
doesn't make them fly far either.
DAMAGE: 1rst hit= 8% 2nd hit= 8%
Jump and Forward, A (Flying Swipe): Link will swing his sword in the air.
Use this to send your opponents away, a lot more powerful than the Double Kick.
DAMAGE: 12%
B button (Boomerang): Link will throw his boomerang one of three
directions (decide by the control stick when he is preparing to throw it)
diagonally up or down or in front of him. You can hit enemies when the
boomerang is coming back.
DAMAGE: 8% when throwing the boomerang, 6% when boomerang is coming back.
Up, B (Spin Slash): Link will spin his sword around him. This move can be
done in the air and on the ground, its radius is more wide on the ground. You
can use it has a comeback move of good power. Use it to clear the area around
you when you're on the ground.
DAMAGE: 12%
Down, B (Bomb): Link will get a bomb from behind him and you can throw it
with the A button. Throwing with the A button makes the bomb explode on impact
while throwing with the B button makes the bomb bounce off enemies for a bit of
damage and explode once the timer has ran out. The bomb lasts for about 4
seconds.
DAMAGE: 7% for getting hitten by the bomb, 7% from the explosion.
L button: Link will pull back his sword with some fancy move. It's a taunt
so don't use it unless you're feeling careless.
A, B or R button when landing on belly (Half-Circle Swipe) : Link will get
up by doing an half circle swipe around him.
DAMAGE: 6%
A, B or R button when landing on back (Inversed Half-Circle Swipe) : Same
as the other but starts from the other side.
DAMAGE: 6%
A or B button when hanging from a ledge (Frontal Slash) : Link will throw
himself over the ledge and do a frontal slash. This move is done if you're
under 100% damage.
DAMAGE: 4%
A or B button when hanging from a ledge (Upward Stab) : Link will climb up
the ledge and do an upward stab on the way up. This move is done if you're over
100% damage.
DAMAGE: 4%
Pressing Forward when holding an opponent (Knee Throw) : Link will launch
the opponent by hitting him with his knee.
DAMAGE: 12%
Pressing Back when holding an opponent (Backward Kick Throw) : Link will
put his opponent behind him an launch him with a backward kick.
DAMAGE: 16%
Playing As: Link is a pretty powerful fighter. Use his slash attacks to make
big damage and send opponents flying. If a character is making a barrage of
projectiles, jump and throw him a bomb to take care of him. Also keep on the
lowest level (Exception: Samus's Stage), because you're more able to hit
opponents from under than from over. Another good point is the fact that is
Slash will block shots and projectiles. Take advantage of his strength fully,
because he doesn't have much to come back on the stage, easily killed if thrown
off. Be sure to take advantage of his grab over a distance.
VS Link: Take advantage of his poor recovery, his Spin Slash attack will leave
him helpless for a small while when he lands, and this is perfect for you to
grab him and throw him off the ledge. Throwing him off is the best way to
prevent him from using his strong attacks on you, he'll be too busy trying to
get back on the ground. There is no real other advantage agaisnt him as his
recovery for his other moves is fast enough to prevent you from doing anything
in that short moment.
Overall: 7/10 Link is a powerful character with strong moves and a good speed.
He jumps high enough and his Spin Slash can be very dangerous when used
properly. He has a drawback however, his throw has a range but it's quite slow
if you miss your shot so... The boomerang and the bombs are good projectiles
attacks even if they don't have the range of Fox Laser's or Luigi's Fireball.
He can handle close and projectiles fights very well and doesn't fear a 4
player Free-For-All. He has a real hard time when it comes to coming back on
the board his Double Jump and Spin Slash do not raises him very much. However,
Link controlled by a good player is an extremely dangerous foe and should be
watched at all costs...
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SAMUS
A button: 2 punches combo, pause, 2 punches... You get the idea...
DAMAGE: 1rst hit= 3% 2nd hit= 6%
Up, A (Overhead Kick): Samus will do a kick over her head. Decent, but not
so useful.
DAMAGE: 6%
Down, A (Trip Kick): Samus will do a trip kick. Useless.
DAMAGE: 10%
Forward, A (Round Kick): Samus will kick from in front of her to behind
her in a round pattern. This move has two good hits in it so... you decide.
DAMAGE: 8%
Jump and A (Flying High Kick): Samus will kick at head height while in the
air.
DAMAGE: 12%
Up + A (Flamethrower): Samus will throw flames in a 1/4 circle fashion
over her. Good for keeping away nosy opponents, VERY damaging also.
DAMAGE: 8% per hit
Down + A (Power Trip): Samus does a powered Trip Kick. Pretty much the
same as Trip Kick but stronger.
DAMAGE: 12%
Forward + A (Blast Punch): Samus will punch with her gun. Great speed and
a powerful move. Its range is good also.
DAMAGE: 18%
Running Stance, A (Ramming): Samus will tackle her opponents while running
towards them. Good for clearing space.
DAMAGE: 9%
Jump and Down, A (Blaster Hit): Samus will roll in the air with her
blaster in front. This move will send those you hit straigth down without them
being able to react, use it to send your opponents to their doom...
DAMAGE: 11%
Jump and Up, A (Flashy Kick): Samus will kick to the upper-right with her
head in the lower-left. It's flashy but not useful it doesn't do enough damage
to justify it.
DAMAGE: 2% per hit
Jump and Back, A (Reverse Kick): Samus will kick behind her while in the
air. Good move to send opponents into the side of the stage.
DAMAGE: 11%
Jump and Forward, A (Air Flamethrower): Same as the Flamethrower, but in
the air. Use it to clear your landing as it spews flames right under you. The
damage inflicted is less impressive than the ground-based Flamethrower attack.
DAMAGE: 4% per hit
B button (Charged Shot): Press B to charge and B to shoot after being
charged (Samus will be flashing once she is charged). This move does the nearly
the same damage as DK Charged Punch, but it's better because it as a range (I
mean a VERY LONG range). If you are hit during the charging process, it will
reset to zero and you'll have to restart charging, you can be interrupted into
firing the shot, so be sure of what you do when you shoot... The projectile is
fairly fast too.
DAMAGE: Not Charged= 3% Charged= 25%
Up, B (Screw Attack): Samus will do her multihits attack from previous
Metroid games. This attack is almost inevitable, if you're caught just wait for
it to finish. It deals a fair amount of damage, but you're highly vulnerable
after it. Samus benefits of a small span of invincibility while performing
this, most opponents that try to hit her while she performs that move will be
sucked into the attac kand hit instead.
DAMAGE: 2% per hit
Down, B (Metroid Bomb): Samus will roll in a ball and drop a Bomb. You can
use it in the air to drop it on groups of enemies. This bomb is not strong it
does minor damage and should be used as an harrassing technique and not a main
technique. Use it to build the % of enemies.
DAMAGE: 7%
L button: Samus will lift her blaster and shake it a little. It's not even
noticeable unless you see your character in close-up so forget it.
A, B or R button when landing on belly (Half-Cicrcle Kick) : Samus will
get up by by sending her feet in an half-circle motion over her to the ground.
DAMAGE: 6%
A, B or R button when landing on back (Inversed Split) : Samus will get up
by doing a split over her head.
DAMAGE: 6%
A or B button when hanging from a ledge (Head-To-Ground Kick) : Samus will
climb the ledge and go a kick at head height and bring her leg back to the
ground. This move is done if you're under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Punch) : Samus will climb up the
ledge and do a basic punch. This move is down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Forward Release) : Samus will
release the hook in front of her, sending the opponent flying.
DAMAGE: 12%
Pressing Back when holding an opponent (Over The Shoulder Release) : Samus
will release the hook over her shoulder, sending the opponent flying behind her.
DAMAGE: 16%
Playing As: With Samus, try to always use your screw attack against enemies.
Too, if a Yoshi makes an egg out of you, just use this move upon exiting the
egg so you catch him off guard. Try to charge your shot as much as possible,
with it, you can catch an opponent that is the other side of the screen and
deal him the same damage as if close so... Try to use her Air Flamethrower to
clear the space under her. Her Flamethrower attack on the ground is perfect to
deal large amounts of quick damage to an enemy, use it well. Don't abuse her
throw too much, as it is rather slow to execute, especially if it misses it
leaves a large window of opportunity to catch you off-guard..
VS Samus: Samus' techs are mostly defensive, being reckless and bold against
her will get you burned agaisnt a good player. The use of harrassing
projectiles here will pay off to wear her down. You can't juggle her easily in
the air because of her flamethrower and bombs. Use her slow falling agaisnt her
by pummeling her with stuff while she falls. Also, once she executed her Screw
Attack, NOW is the time to knock her to the side of the screen, nearly
guaranteeing a kill if she was damaged a bit already. Take advantage of her
predictable throw also, jump in the air when she starts to throw her hook at
you and grab/hit her while the hook comes back, yo ugot a large window of
opportunity if you avoid her grab.
Overall: 7/10 Samus is mostly defensive, she has strong moves (Screw Attack
and Charged Shot) and she has great clearing attacks (Flamethrower). 1vs1
matches are the best with her, with all those defensive moves she has. Her
kicks and punches are weak so don't rely on them. She has a good comeback move
and can be hard to throw off-board. Use her in a team to tick of your opponents
with her Screw Attack.
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YOSHI
A button: 2 kicks, pause, 2 kicks....
DAMAGE: 1rst hit= 3% 2nd hit= 5%
Up, A (Head Hit): Yoshi will hit his head above him. Not useful at all,
it's too weak.
DAMAGE: 9%
Down, A (Tail Swipe): Yoshi will trip people with his tail. Useless.
DAMAGE: 8%
Forward, A (Front Kick): Yoshi will kick in front of him. A little
stronger than the basic kicks, but still weak.
DAMAGE: 10%
Jump and A (Low Air Kick): Same thing as Mario.
DAMAGE: 11%
Up + A (Jumping Head Hit): Will knock your opponents upwards a lot, or
even on the side, depends on the angle in which it connects.
DAMAGE: 14%
Down + A (Round Tail): Same as Tail Swipe, but this time it will it in
front and behind Yoshi. It will throw opponents away so use it to clear space.
DAMAGE: 11%
Forward + A (Strong Head): Yoshi will do a powerful Head Hit in front of
him. It's a strong move and fast move you should use to send opponents away
quickly.
DAMAGE: 14%
Running Stance, A (Head Ram): Yoshi will ram with his head while running.
It will throw opponents away a bit so use it on groups.
DAMAGE: 9%
Jump and Down, A (Multi Feet): Yoshi will do a multi-hit with his feet
under him. The multihits will do much damage by themselves so it's worth it.
For 4% damage per hit it's the strongest multi-hits attack in the game. Use it
when falling on an enemy to do BIG damage.
DAMAGE: 4% per hit
Jump and Up, A (Upward Tail Whip): Yoshi will hit his tail upward. This
move is weak and only useful for juggling opponents in the air. It is better to
use the Jumping Head Hit.
DAMAGE: 12%
Jump and Back, A (Backward Kick): Yoshi will kick behind him. This move is
average but should be used to throw opponents off-board.
DAMAGE: 12%
Jump and Forward, A (Flip): Yoshi will flip his body, hitting anyone
close. Sends players away a bit, but not all that powerful.
DAMAGE: 14%
B button (Swallow): Yoshi will try to sallow a player with his tongue, if
he succeed that player will be turned into an egg for a short time. You can do
damage to him while he is in the egg and the opponent trapped in the egg will
not move a single bit.
DAMAGE: 4%
Up, B (Egg Toss): Yoshi will throw an egg upward, the egg will explode
after some time. Bombard people on the upper levels with this. The eggs will
make your opponents fly away fast and hard, you can somewhat contro lthe angle
at which the egg is thrown with the control stick.
DAMAGE: 11%
Down, B (Head Stomp): Yoshi will come down at an extremely fast speed with
his head first. This is the only really strong move Yoshi has so use it a lot,
you aren't invincible in that form, but you can pretty much counter any attacks
that will come from the characters themselves, thrown items and projectiles
will clobber you even when you,re performing this move though.
DAMAGE: 14%
L button: Yoshi will salute in one direction. Useless unless you want to
lose time.
A, B or R button when landing on belly (Tail Hit) : Yoshi will get up by
slapping his tail behind him.
DAMAGE: 5%
A, B or R button when landing on back (Head Hit) : Yoshi will get up by
doing an head hit in front of him.
DAMAGE: 5%
A or B button when hanging from a ledge (Small Low Kick) : Yoshi will do a
small low kick after climbing the ledge. This move is done if you're under 100%
damage.
DAMAGE: 5%
A or B button when hanging from a ledge (Head Hit) : Yoshi will hit with
his head after climbing the ledge. This move is down if you're over 100% damage.
DAMAGE: 5%
Pressing Forward when holding an opponent (Forward Spit) : Yoshi will spit
the opponent in front of him.
DAMAGE: 12%
Pressing Back when holding an opponent (Backward Spit) : Yoshi will spit
his opponent behind him.
DAMAGE: 12%
Playing As: With Yoshi, you should do this: Make an egg of a player and Head
Stomp his egg. You'll do big damage this way and soften your opponents a bit so
you can dispose of them after a bit of damage. You should also do the Head
Stomp on groups of opponents has it will send them flying far. Another trick is
to put yourself on the edge of the platform, head toward the arena, then make
an egg out of someone at this place and maybe the egg will drop in the hole
with your opponent forced to watch himself die. Try to use the multifeet as
much as possible to do much damage to enemies. Use the Egg Throw on anybody
standing or jumping above you, it's the perfect counter.
VS Yoshi: Use his single double-jump as his main weakness. Once he performed it
and starts falling on the ground, knock him to the side of the screen. He'll be
helpless but to fall down in the hole as the only way to perform the double
jump again is to land on the ground after performing it once. Avoid his Head
Stomp at all costs, best is to just use your shield if you're on the ground
under him, then grab him once he's recovering from it.
Overall: 7/10 Yoshi has mostly weak moves with very few exceptions. The only
way he has to do much damage is to perform a Head Stomp or Multifeet. He also
lack in projectiles. His distinct advantage is his HUGE double-jump, he doesn't
have any comeback moves but his double-jump covers so much distance that it's
useless. Watch out however, if an opponent sends you flying after you've done
your double-jump and you didn't have the time to touch the ground you will be
helpless and forced to die.
***********************************************************************
KIRBY
A button: An attack much like Link basic sword attack but this time with
punches. Press A repeatedly to do a 3 hits per second attack.
DAMAGE: 1rst hit= 3% 2nd hit= 4% Quick punches= 1% each
Up, A (High Kick): Kirby will kick above him. It does some damage and
keeps opponents form touching the ground.
DAMAGE: 11%
Down, A (Ground Kick): Kirby will kick at feet height.
DAMAGE: 7%
Forward, A (Middle Kick): Kirby will do a middle kick in front of him.
Strong, but not that useful.
DAMAGE: 8%
Jump and A (Low Air Kick): Much like Mario.
DAMAGE: 8%
Up + A (Circle Kick): Much like High Kick but stronger. It's nto very
strong and powerful, but sends your opponent i nthe air a bit, perfect to start
juggling.
DAMAGE: 12%
Down + A (Split Kick): Kirby will do like DK's Spinning Donkey, but with
lower range and it's not as strong.
DAMAGE: 14%
Forward + A (Powered High Kick): Kirby will do much like Samus's Round
Kick, but in a different fashion. It will send your opponents flying quite a
bit, and it works over a short distance, good for surprise attack from a small
range...
DAMAGE: 13%
Running Stance, A (Head Slide): Kirby will slide with his head first.
Strong and throws back.
DAMAGE: 8%
Jump and Down, A (Spinning Kick): Kirby will spin diagonally and deliver
some damage to opponents with a multihit. Strong and has a pretty good recovery.
DAMAGE: 2% per hit
Jump and Up, A (Air Cartwheel): Kirby will spin like a wheel in the air.
You should use this to throw away characters as it do much damage and throws
back. It's an all-aroudn attack also, ideal to use.
DAMAGE: 8%
Jump and Back, A (Reverse Kick): Kirby will kick behind him, much like the
kicks from other characters.
DAMAGE: 12%
Jump and Forward, A (Spinning Kirby): Kirby will spin horizontaly in the
air. A multi-hit attack that doesn't damage or throws back very much, use the
Reverse Kick instead.
DAMAGE: 2% per hit
B button (Inhale): Inhale an opponent and copy his B button technique.
This way you can get the projectile attack you want. You can also spit back the
enemy by pressing A instead of B to copy his tech.
DAMAGE: 5%
Up, B (Sword Attack): Kirby will smash his sword down and it will leave a
wave to damage opponents. A trademark from previous Kirby games. Strong and can
be used as a comeback move.
DAMAGE: 1rst hit= 6% 2nd hit= 2% 3rd hit= 3% 4th hit= 5%
Down, B (Stone): Kirby will turn into a stone and crush anyone under him.
Another trademark from Kirby's games. It's extremely strong and much like
Yoshi's Head Stomp, but you get an extra protection from the brick form.
Nothing can damage you when you are in the form of a brick, the only way for
your opponents to damage you is to use a grab attack.
DAMAGE: 15%
L button: Kirby will salute in one direction. This move also release the B
button attack you got from inhalation. Can be useful if you want another
projectile attack than the one you got.
A, B or R button when landing on belly (Half-Circle Kick) : Much like
Samus.
DAMAGE: 6%
A, B or R button when landing on back (Foot Turn) : Much like Mario, but
with only 1 foot.
DAMAGE: 6%
A or B button when hanging from a ledge (Splatter Step) : Kirby will throw
himself over the ledge and stand with his feet first, effectivly hitting anyone
standing near. This move is doen if you're under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Kirby's Bash) : Kirby will climb
the ledge and hurl himself in front of him to hit opponents. This move is down
if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Ballistic Throw) : Kirby will
lift HIGH into the air and smash the opponent on the ground.
DAMAGE: 12%
Pressing Back when holding an opponent (3 Turns Throw) : Kirby will hit
the opponent on the ground behind him by passing the opponent over him. Using
this throw sends your opponent farther horizontaly and is faster to execute.
DAMAGE: 16%
Playing As: With Kirby, always try to get a projectile you're good with, even
if you don't use projectiles often, the extra attack can be useful. This can
help a lot. Also his Stone attack is a very strong move use it a lot, also, on
a inclined terrain the rock will slide and crush anybody on it's way. Also use
his Sword as it can get many opponents with the wave. Use the Powered High Kick
attack to send your opponents away easily.
VS Kirby: There isn't that many weakpoints to exploit agaisnt Kirby, he can
come back easily and counter msot of what you woudl try agaisnt him. His
comeback move is more vertical than horizontal though. A fight agaisnt him
should be well-balanced, use his light weight agaisnt him by jugglign him in
the air with strong upward moves.
Overall: 8/10 Kirby has a few strong moves and get the distinct advantage in
projectiles as he can get anything other players have. His double jump will let
you travel pretty far (you know the balloon trick in other kirby games?). Also
he can clear up an area quickly with his Stone attack, he also benefits the
extra protection of the rock form. He will take sometime to master properly
however, one time you're good with him, you can easily kill careless players.
***********************************************************************
FOX McCLOUD
A button: An attack much like Kirby's basic attack, but this time with
kicks. You don,t have a very long range with this attack also.
DAMAGE: 1rst hit= 4% 2nd hit= 4% Quick kicks= 1% each
Up, A (Sky Kick): Fox will kick over his head. Much like Kirby's.
DAMAGE: 7%
Down, A (Sweep): Fox will sweep his tail (not sure) across de ground.
DAMAGE: 9%
Forward, A (Kick): Fox will kick in front of him. Decent, but not much
about it.
DAMAGE: 7%
Jump and A (Low Air Kick): Pretty much like Mario.
DAMAGE: 11%
Up + A (Flip Kick): Fox will do a Flip Kick. Much like another character
move. This move is an excellent move for kepping those nasty opponents of yours
in the air.
DAMAGE: 12%
Down + A (Split): Fox will do some sort of split. Clear a small area
around you, Fox is fast so use it because it's extremely fast.
DAMAGE: 11%
Forward + A (Jumping Drill): Fox will jump a little and drill with his
feet. With a range it's useful, also it's a pretty good move because opponents
usually don't have time to block it. Not really strong though.
DAMAGE: 13%
Running Stance, A (Power Kick): Fox will kick while running thus, breaking
his run. Good clearance move considering the speed at which he runs.
DAMAGE: 8%
Jump and Down, A (Spinning Kick): Fox will do a move like Mario's Spinning
Kick. Good, but not strong at all.
DAMAGE: 2% per hit
Jump and Up, A (Vertical Flip): Fox will flip his body vertically. Good to
juggle with players in the air. Very decent hit range if both hits connect, can
kill an opponent easily.
DAMAGE: 1rst hit= 6% 2nd hit= 6%
Jump and Back, A (Air Split): Much like the Split but in the air. Use it
as a Knock-off move.
DAMAGE: 9%
Jump and Forward, A (Drill Kick): Like Mario's Drill Kick
DAMAGE: 9%
B button (Laser Shot): Fox will shoot a laser with his gun. It's the
fastest projectile attack in the game and does 6% per shot, very harrassing. A
good tech to use to soften up your opponents from a range.
DAMAGE: 6%
Up + B (Flaming Fox): Fox will charge-up and blow in flames in one
direction (the one you're pointing with the control stick at the end of the
charge-up). Very useful for coming back safely on the ground, but the charge-up
animation leaves an opening for a hit also...
DAMAGE: 12%
Down + B (Repulsive Shield): Fox will set-up a shield around him. This
shield will reflect any projectile thrown at you . It's clear now, ANY
projectiles will deal 0% damage to Fox while shielded, this is a EXTREMELY good
move against projectiles. Anything reflected does double damage to the target.
It can be used when near an opponent to electrocute the opponent and throw him
back a bit.
EXCEPTION: The Bob-Omb item will not be reflected, it will explode upon contact
of the shield and pierce through it, the shield DOES protect you agaisnt it,
but will break and damage you because of the blast of the explosion. SO keep
watch for those pesky little items...
DAMAGE: 4%
L button: Fox will cross his arms and look away, like if he's provocating
the enemy.
A, B or R button when landing on belly (Backward Kick) : Fox will kick
behind him while getting up.
DAMAGE: 6%
A, B or R button when landing on back (Frontal Kick) : Fox will kick in
front of him while getting up.
DAMAGE: 6%
A or B button when hanging from a ledge (Climbing Drill Kick) : Fox will
throw himself over the ledge and do a drill kick. This move is done if you're
under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Round Kick) : Fox will climb the
ledge and execute a round kick. This move is down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Over Shoulder Throw) :
Fox will turn around and throw the opponent over his shoulder.
DAMAGE: 12%
Pressing Back when holding an opponent (Feet Throw) : Fox will lie on the
ground and throw the opponent by using his feet to launch him behind him.
DAMAGE: 16%
Playing As: With Fox, use your Laser Shot a lot, it travels a great way so use
it, it's the fastest projectile in the game and deals a fair amount of damge
too. Also, when you grab an opponent, you'll want to throw him behind you. Why?
because you throw it farther this way. Also, watch for projectiles, if you see
one coming just use the Repulsive Shield. His close-range attacks aren't very
strong, you,re better off using his speed to keep away from the enemy until
they're at 50~70% so you can try to knock them off the stage. One of the few
close-range techs to use is to send your opponent above you and annoy them with
the Vertical Flip attack to send them off the stage. Fox is a great air fighter.
VS Fox: The only real advantage Fox has agaisnt anybody is his awesome speed
that can be used to avodi you and pummel you with various projectiles. The
point is to get near him and hammer at him with close-range moves, Fox' moves
aren't that strong to deal with and any character can usually withstand them
fine. Avoid using shots or projectiles against him because of his Repulsive
Shield. Avoid fighting in the air against Fox for he can easily counter you
with his Vertical Flip attack.
Overall: 9/10 Fox is the fastest character in the game (In terms of moves). He
moves fast and his moves are fast. Also he got the best projectile attack.
However, he doesn't have any really strong move. You'll have to rely more on
his speed than his power. In a 3vsFox match, He has the advantage of speed upon
power (which is THE fact in 3vs1 games). The fact that his Repulsive Shield
actually shields him from ALL projectiles is a pretty good asset. Try to master
the shield to put it in time and people will want to rely more on close attacks
than projectiles to kill you. Also use his Flip to juggle opponents it's pretty
annoying for those who try to get back on the ground.
***********************************************************************
PIKACHU
A button: Pikachu will simply hit in front of him with his head. Weak, but
done quickly enough.
DAMAGE: 2%
Up, A (Overhead Tail): Pikachu will hit his tail over him. Much like the
Overhead Kick from other characters. Use this move quickly on fresh new
opponents to build up a bit of % before they get out of range. This move is
weak enough to only knock them away from you when they are a little high on %.
DAMAGE: 6%
Down, A (Tail Trip): Pikachu will try to trip you with his tail.
DAMAGE: 9%
Forward, A (Sideway Kick): Pikachu will do a Sideway Kick.
DAMAGE: 8%
Jump and A (Low Air Kick): Same as Mario.
DAMAGE: 11%
Up + A (Tail Whip): Pikachu will whip with his tail over his head. Much
like the Overhead Tail, but a little stronger.
DAMAGE: 14%
Down + A (Low Kick): Much like other characters Low Kick. It's weaker this
time.
DAMAGE: 12%
Forward + A (Shock Treatment): Pikachu will electrocute in front of him.
Low in damage, high in power. It will sned your opponents flying quite a bit
far away.
DAMAGE: 8%
Running Stance, A (Head Ram): Pikachu will ram with his head. Knocks
opponents back a bit, but remains a weak attack.
DAMAGE: 9%
Jump and Up, A (Spinning Tail): Pikachu will spin his tail over him. It's
weak, but you can juggle a little with this.
DAMAGE: 8%
Jump and Down, A (Electric Stomp): Pikachu will hit players under him with
his body charged with electricity. Good move to use on opponents under you, it
will damage them a bit and send them over a distance.
DAMAGE: 10%
Jump and Back, A (Reverse Kick): Much like another Reverse Kick, but it's
weaker.
DAMAGE: 12%
Jump and Forward, A (Drilling Electricity): Pikachu will drill forward
with his body charged with electricity. It will hit your enemy multiple times
for a decent amount of damage, use this move to soften up your enemy when they
jump in the air.
DAMAGE: 3% per hit
B button (Electric Slinky): Pikachu will send a ball of electricity that
will act as a slinky when it touches a surface. It can reach a LONG way before
wearing out, but it's slow and overall weak.
DAMAGE: 5%
Up, B (Teleport): Pikachu will teleport in a direction decided by your
press of the Control Stick in the desired direction. This is not an attack,
there is a way to pull off a double teleport, just press the control stick
quickly in another direction while doing the first teleport for Pikachu to do a
Double Teleport. A great comeback move so you can get back to the arena
safely....
DAMAGE: 0%
Down, B (Thunderbolt): Pikachu will send a Thunderbolt from the sky, it
will hit the first obstacle in its path. If it hits Pikachu, he will be
surrounded by electricity for a little time (useful for knocking away nosy
opponents). The bolt of lightnign itself doesn't hit for much power, but if the
opponents are hitten by the electricity around Pikachu, they will fly a long
distance away.
DAMAGE: 12% when opponents hit the electricity surrounding Pikachu, 9% when
they hit the Thunderbolt itself.
L button: Pikachu will say: "PIKA, PIKA!!" It's kind of irritating if
someone always does it because it seems his voice covers much of the sound when
he speaks.
A, B or R button when landing on belly (Tail Turn) : Pikachu will get up
by making his tail spin around.
DAMAGE: 6%
A, B or R button when landing on back (Feet Turn) : Much like Mario.
DAMAGE: 6%
A or B button when hanging from a ledge (Small Low Kick) : Much like
Yoshi. Done if you're under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Tail Swipe) : Pikachu will hit
with his tail after climbing the ledge. This move is down if you're over 100%
damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Round Throw) : Pikachu will
pass the opponent under him and behind him to throw him from over him.
DAMAGE: 12%
Pressing Back when holding an opponent (Electric Throw) : Pikachu will put
the opponent on his back an launch them by sending an electric current in thier
body. This throw sends the enemy farther than the front throw.
DAMAGE: 16%
Playing As: The only way to deal much damage is to do a Drilling Electricity on
your target and do a Thunderbolt immediatly when you touch the ground to catch
him while he's down. However this combo does not do more than 30% damage so
it's still not much. You can still use your thunderbolt to pummel the players
on the upper platfroms by staying under these platforms. If enemies start to
close in on you use the Thunderbolt or Double Teleport away. The best way is to
use harrassing techs to soften your opponent until he/she is at about 70%
damage, then try to knock him/her off with Shock Treatment.
VS Pikachu: Light-weight enemy with only little defense agaisnt you. Be wary of
his Thunderbolt attack and roll out of the way when he performs it, roll back
to Pikachu and grab him once he's recovering. Try to anticipate the telports
also, you can easily knock pikachu off his teleportations with a bit of
practice. Sicne this move doesn't grant him any defense except the speedy warp.
Overall: 5/10 Pikachu is the weakest character in the game. He has a medium
speed, but he's just too weak. The Thunderbolt is his only powerful attack, it
has some delay on it and an opponent only need to hit you to knock you out of
it. At least DK was STRONG and slow, but he is not fast and his attacks are
much weaker than the others. Practice is the only way to be efficient with
Pikachu.
***********************************************************************
LUIGI
A button : If you press this one several times, Luigi will do a punch +
punch + kick combo, pause, restart... It does small damage, but you can use
this on the edge of the stage to prevent a player from coming back.
DAMAGE: 1rst hit= 2% 2nd hit= 2% 3rd hit= 4%
Up, A (Uppercut): Luigi will punch over his head, this move should be
useful to keep your opponents in the air, it doesn't to much damage by itself,
but you can follow up by an air attack.
DAMAGE: 8%
Down, A (Low Kick): Luigi will crouch and kick at feet height, this move
should be used only to it someone like Fox who is doing a laser barrage with
his gun.
DAMAGE: 12%
Forward, A (Kick): Press the control stick forward and A and Luigi will do
a kick. This move could be like a normal A button attack so it's not that
useful.
DAMAGE: 10%
Jump and A (Low Air Kick): Luigi will do a Low Kick in the air. Usually
nobody uses this move.
DAMAGE: 11%
Up + A (Head Bash): Luigi will perform a hit with his head, you must be
close for this hit to work, it does some decent damage, but the close range of
the hit makes it less effective.
DAMAGE: 16%
Down + A (Trip Kick): Luigi will do a kick around him. This move has more
range than the Head Bash and it hits all around you so it should be used
instead of the Head Bash.
DAMAGE: 14%
Forward + A (Charged Punch): Luigi will do a strong punch in front of him.
It's a good move, has it deal some damage and send your opponents away.
DAMAGE: 14%
Running stance, A (Berserk Punches): Press A while running (tap the
control stick to make your character run) and Luigi will punch like crazy in
front of him while running. Good to rush opponents, but I prefer Mario's Slide,
because the Slide knocks your opponents away. This runnign move is weak and
doesn't send your enemies away at all....
DAMAGE: 2% per hit
Jump and Down, A (Spinning Kick): Luigi will do Spinning kick like in
Super Mario World, but this time in diagonal. Don't let the multiple hits and
damage impress you this move is not so good, usually use the Spin instead of
this.
DAMAGE: 3% per hit
Jump and Up, A (Round Kick): Luigi will do a round kick toward the sky.
Use this move after an Uppercut to send your opponent higher.
DAMAGE: 9%
Jump and Back, A (Air Kick): Luigi will do a kick behind him while in the
air. This or the Drill Kick should be used to send opponents who are coming
back on the ground on the side of the stage.
DAMAGE: 12%
Jump and Forward, A (Drill Kick): Luigi will drill his body in front of
him while in the air. This or the Air Kick should be used to send opponents who
are coming back on the ground on the side of the stage.
DAMAGE: 12%
B button (Fireball): Luigi will launch a green floating fireball, it a
little slow to lauch and doesn't do much damage. Use it has an harrassing
technique to bring your opponents to you if you're away. Luigi's fireball goes
into a straight line instead of bouncing like Mario's fireballs.
DAMAGE: 5%
Up, B (Flaming Uppercut): Luigi will do a jumping uppercut done
diagonally. Same has Mario, but this time, enemies will get 1 hit and get
thrown away. The catch is the fact that opponents sometimes catch fire instead
of giving coins and if they catch fire, they'll pretty much go into the
background if they're over 50% damage. If you want them to always get fire, get
yourself as close as you can (when you start pushing him/her) and execute this
move, it will always work, I tried it. You can also jump at them in the air and
perform it to make them catch fire too.
DAMAGE: 1% per hit, 20% if opponent catches fire.
Down, B (Cyclone): Luigi will spin and if an enemy is near him he will get
tossed up. This time enemy just get ONE hit of 12% instead of getting stuck in
the spin like with Mario. This spin sends opponents upward a langthy distance
instead of just doing damage.
DAMAGE: 12% per hit
L button: Luigi will look bored by scuffing his heel and looking to the
ground. Looks like he wants a big taunt like Mario's.
A, B or R button when landing on belly (Head Turn) : Luigi will get up by
spinning his head around, cleanign a little space around him.
DAMAGE: 6%
A, B or R button when landing on back (Feet Turn) : Luigi will spin his
feet around him to clear the space to get up.
DAMAGE: 6%
A or B button when hanging from a ledge (Climbing Kick) : Luigi will throw
himself over the ledge and kick at head height. This move is done if you're
under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Low Kick) : Luigi will climb up
the ledge and execute a low kick. This move is down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (1 Turn Throw) : Luigi will spin
around once and launch the opponent into the air.
DAMAGE: 12%
Pressing Back when holding an opponent (3 Turns Throw) : Luigi will spin
around 3 times, the velocity of the movement will lift the opponent a little
and finally he will launch the opponent into the air. Great throw because you
use the enemy to clear space around you. DK is the best to twirl around because
of his size.
DAMAGE: 16%
Playing As: Much like Mario, but the Spin and Jumping Uppercut combo will be
done differently and also your opponent MUST catch fire for it to kill him. You
must hope that your Spin will send them upward too. Use the same strategies as
with Mario, but keep the Cyclone & Flaming Uppercut moves as finishers, as they
are easy to perform with practice and can kill instantly. Luigi's fireballs
aren't very useful and are slow projectiles, it's better to just avoid using
them unless necessary.
VS Luigi: Watch out as you did with Mario, but this time ,don't along yourself
to get close to him at all costs, his Cyclone and Flaming Uppercut attacks can
kill you instantly as opposed to Mario's Spin and Jumping Uppercut attacks. The
best way is to make sure you hit always first when he comes near you so you
knock him back right away. Don't let him come under you, it's a perfect setup
for him to execute a deadly Flaming Uppercut on you.
Overall: 8/10 Luigi plays much like Mario, he's a little slower when moving, he
jumps higher and he kind of... fall slower than Mario. You can use his longer
fall to launch a screen of fireballs. Overall, he's like Mario and should be
considered a dangerous foe in expert hands, especially for his special moves.
***********************************************************************
CAPTAIN FALCON
A button: A combo much like Mario's Punch + Punch + Kick combo, but if you
continue to press the button, Falcon will throw multiple punches at a 3 per
second rate. The range on this infinite attack is quite short, not very ueseful.
DAMAGE: 1rst hit: 3% 2nd hit: 3% 3rd hit: 4% Quick Punches:1% each
Up, A (Overhead Kick): Pretty much like another Overhead Kick.
DAMAGE: 11%
Down, A (Low Kick): Everyone knows what it is.
DAMAGE: 9%
Forward, A (Straight kick): While walking Falcon does a kick at middle
height in front of him. An ok move, but there's much better.
DAMAGE: 10%
Jump, A (Low Air Kick): Like Mario, not much about it.
DAMAGE: 12%
Up + A (Shoulder Hit): Falcon will hit over him with his shoulder. Good
damage and throw back, pretty quick too.
DAMAGE: 13%
Down + A (Round Sweep): Falcon will sweep his leg around him. It has some
range and is a strong enough move to clear up the area aroudn you easily.
DAMAGE: 12%
Forward + A (Flaming Kick): Much like the Straight Kick, but this time
opponents catches fire. Great range, very fast and powerful attack. Use it well.
DAMAGE: 15%
Running Stance, A (Shoulder Bash): Falcon will ram people with his
shoulder, EXCELLENT rushing move with Falcon's running speed. Opponents will
never be able to see it coming unless you start miles away.
DAMAGE: 9%
Jump and Down, A (Down Kick): Falcon will kick below him. This move will
propel your opponents straigth below him, execute it on airborn targets to send
them crashing down to their doom.
DAMAGE: 11%
Jump and Up, A (Flip Kick): Much like Mario's Round Kick.
DAMAGE: 12%
Jump and Back, A (Reverse Punch): Acts the same way as a Reverse Kick from
another character.
DAMAGE: 12%
Jump and Forward, A (Double Kick): Much like Link's Double Kick, but this
time in front of him instead of behind him. Not powerful enoguh to warrant use.
DAMAGE: 1rst hit: 8% 2nd hit: 8%
B button (Falcon Punch): Falcon will do a punch in form of an hawk in
front of him. This move is extremely strong and you should be aware that it can
kill you pretty easily if you're over 40%. It has a HUGE delay on it however,
use it in advance, like when an opponent is coming at you. Learn to practice
the timing on it so it connects before your opponent can prevent or block it.
DAMAGE: 18%
Up, B (Flaming Throw): This comeback move will make falcon jump and grab
any opponent he can grab while ASCENDING (not while falling after this move).
It's perfect as it will interrupt anyone doing delay attacks and it will throw
them a little farther than his normal throw. You can perform the move again if
you catch somebody and throw them.
Down, B (Falcon Kick): Falcon will slide on the ground while in fire OR
will plunge in a diagonal fashion while in fire (if done in the air). On the
ground, it will travel a great distance, but it will NOT stop on the edge, it
will zip right off so watch out. Overall it should be used on campers to knock
them away. Use it to clear the ground or cover a distance quickly.
DAMAGE: 12%
L button: Falcon will say "Show me your moves!" while staring to the
foreground or background.
A, B or R button when landing on belly (Half-Circle Kick) : Much like
Samus.
DAMAGE: 6%
A, B or R button when landing on back (Inversed Kick) : Much like Samus.
DAMAGE: 6%
A or B button when hanging from a ledge (Ground Kick) : Falcon throw
himself over the ledge and kick at feet height. This move is done if you're
under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Punch) : Much like Samus. This
move is down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Ground Smash) : Falcon will
smash the opponent on the ground sending them up.
DAMAGE: 12%
Pressing Back when holding an opponent (Backward Kick) : Much like Link.
Better than his forward throw because you send opponents far horizontaly
instead of verticaly.
DAMAGE: 16%
Playing As: Use the Falcon Punch on enemies trying to come back, if you time it
right you'll send them on the sideways for a +1 score. If you miss a punch
because your opponent has put up his shield, do a Falcon Kick, he will propably
put down his shield to grab you after the punch so you'll catch him off guard.
Use the Flaming Throw when you have an opponent over you, it will surely make
them angry. The Flaming Kick is a great and quick move to use instead of the
Falcon Punch, it's not as powerful, but it hits for a good deal of power
nonetheless.
VS Captain Falcon: Be wary of the Falcon Punch at all costs, if he tries to
pull it agaisnt you, try to hit him with a basic hit to stop it before he hits.
Put up your shield to protect yourself and grab him while he's recovering (Best
counter). Don't stay near the ledge when he tries to come back, or he'll grab
you with his Flaming Throw and put you in trouble... use projectiles to keep
him at bay when he tries to come back.
Overall: 7/10 Falcon his pretty strong with his Falcon Kick and Punch, he is
the fastest running character in the game. His moves are pretty kick (except
for the Punch), he can be deadly. If you knows him well you can easily take
care of him. He is EXTREMELY predictable (He always yell Falcon before one of
his strong moves so...). Overall, use your punch in crazy battles, you'll most
certainly catch opponents unaware of the danger.
***********************************************************************
NESS
A button: Ness will do a 1-2 Kick combo, like any other basic moves it's
useless.
DAMAGE: 1rst hit: 2% 2nd hit: 2% 3rd hit: 4%
Up, A (Overhead Push): Ness will jump a little and push his enemies up.
Better use the yo-yo to keep them flying because it sends them farther.
DAMAGE: 6%
Down, A (Fast Trip Kick): Ness will kick low. If you're good you can rack
up big damage on enemies with this because it can be done VERY quickly and
people usually doesn't understand what is going on the first time they see it.
DAMAGE: 3%
Forward, A (Frontal Kick): Ness will kick in front of him. It's better to
use the Baseball Bat than this.
DAMAGE: 8%
Jump, A (Air Sitting Kick): Ness will sit in the air and hit people with
his feet, flashy, but not much about it.
DAMAGE: 11%
Up + A (Around The World Yo-Yo): Ness will throw his yo-yo in front of him
and make it do an half-circle over him. This move is a good juggling move as it
makes them go up and you have move range than most downward mid-air moves (You
must start it a little early for it to connect before enemy can touch you). The
catch it's that you can hit people around you at a pretty good range too.
DAMAGE: 14%
Down + A (Flashy Yo-Yo Trick): Ness will throw his yo-yo behind him and
make it go in front of him after. This is a GREAT clearing move as it throws
enemies very far!! and as a fairly long range. Careful, because the yo-yo goes
behind you before going in front of you.
DAMAGE: 15%
Forward + A (Baseball Bat): Ness will do a hit with his own baseball bat.
It's not like the Homerun Bat, but it's beter in a way. Use it on people
trapped in your fire, if it doesn't make them fly away, throw another fire and
whack them again. They'll end up getting 18% one after the other. It's as a
very little delay before so watch it! You can also use this attack to reflect
non-explosive projectiles back at the thrower for double damage, you just have
to get the timing right.
DAMAGE: 18%
Running Stance, A (Push): Ness will push his opponents. Use it to rush
opponents up so you can get so ground, you can usually do it again after they
land and they'll fall for it.
DAMAGE: 12%
Jump and Down, A (Squash): Ness will squash enemies with his feet in the
air. If they're in the air they'll go plummeting down at an incredible speed,
do this if they're over the hole and you'll get an easy kill. If they're on the
ground, they'll go up a long way before coming down.
DAMAGE: 12%
Jump and Up, A (Air Head Bash): Pretty much like Mario's Head Bash, but in
the air. It's a pretty good juggling move as it sends them pretty far.
DAMAGE: 12%
Jump and Back, A (Reverse Kick): Yeah right, as if nobody knew what is
this move....
DAMAGE: 12%
Jump and Forward, A (Air Push): Much like the Push, but in the air. Not as
strong as some other moves, use the Air Head Bash instead.
DAMAGE: 9%
B button (PK Fire): Ness will throw a fire in front of him (if on the
ground) or in a diagonal fashion (If in the air). Now this move is CHEAP, but
it's extremely useful. It will stop projectiles and rushing players and will
keep players getting damage because it forms a little Pillar of fire after it
hits. It as short range, should be use to prepare enemies to your Baseball Bat
or throw.
DAMAGE: 3% per burn
Up, B (Homing Thunderball): Ness will launch a thunderball that you can
control. It is, again, a CHEAP move as YOU control it, so you can pretty much
hit coming back players or falling people to steal a kill. The most useful use
to it is to smack yourself with it (You won't get any damage) and you'll go
flying a GREAT way in the direction you hit yourself. If you hit someone you'll
send them flying a LONG way even if they do not have any damage and you're
invincible when you do it. However do not fly off the edge because you'll die
surely. The only way to stop Ness' electrified form is a Bumper item, they'll
knock you back.
DAMAGE: 6% if it by the ball, 23% if hit by Charged Ness body.
Down, B (PK Magnet): Ness will put up an absorb shield around himself.
This shield will absorb projectiles that touch you and recover lower your
damage %. BEWARE! It will not absorb items throw at you, only projectiles or
Pokèmon shots. Can be very useful if your opponents throws Pokèmons and a
Starmie or Charizard come out, put yourself in his line of fire and shield up!
Your 200%+ Ness will be back to 0% in no time. Now enemies will learn not to
use Pokèmons against you.
DAMAGE: 0%
L button: Ness will bow and say: "OK!". Pretty boring for a taunt.
Homing Thunderball on Ness (Thunder Strike): Throw a PK Thunder and make
it hit you to go flying in the direction you hit yourself and throw away the
competition with the hefty 23% you will hit any character foolish enough to
stand in your way. Best comeback in the game, you can practicly burst yourself
back from the dead with this. You're also invincible when you've hitten
yourself so nobody can block you (Walls AND Bumpers can however!!!). It
requires a little practice to get the timing right and you should practice with
it in CPU battles until you fell comfortable with it.
DAMAGE: 23%
A, B or R button when landing on belly (Head Turn) : Much like Mario.
DAMAGE: 6%
A, B or R button when landing on back (Feet Turn) : Much like Mario.
DAMAGE: 6%
A or B button when hanging from a ledge (Climbing Kick) : Same as Mario.
This move is done if you're under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Low Kick) : Same as Mario. This
move is down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (PK Throw) : Ness will use his
psychokinetic abilities to turn an opponent in front of him and finally send
them flying. Good because you clear the space in front of you using the
opponent's body.
DAMAGE: 12%
Pressing Back when holding an opponent (Inversed PK Throw) : Ness will use
his psychokinetic abilities to turn an opponent behind him and finally send
them flying. Good because you clear the space behind you using the opponent's
body.
DAMAGE: 16%
Playing As: Use the fire a lot, when you paralyze enemies in it, use the Bat.
You will deal very much damage this way. Use the Thunderball Strike only to get
back on the board, otherwise you risk to zip right off the edge and die
uselessly. If enemies are near you, clear the space with the yo-yo. It will
keep them at bay, if you throw them in the air, use the Air Head Bash a couple
of time to get the kill, at 70%+ they'll most likely die from this. Whenever
you see someone putting up a projectile barrage, use your PK Magnet. He'll stop
very quickly.
VS Ness: Ness is both good at long-range and short-range, there is no real
"strategy" to use against him but his recovery after his smash attacks (Yo-Yo
moves and Bat). Speed is your only ally.... and skill also.
Overall: 10/10 Ness is THE character in this game. The only problem is to
master it, spend some time in training and against level 3 cpus to train
yourself. Once you get the hang of it, most people will try to kill you first.
The only way to kill him is throw him hard so he hits the sideways or goes into
the background, otherwise he'll just come back using his Thunderball. Also, any
enemy hit by this will be thrown a LONG way. Also he got his own Baseball Bat,
which is strong enough to send anyone to oblivion. His yo-yo has a long range
and good strength. You can use your Thunder to harrass opponents from very far
considering the distance it can travel. He doesn't jump, he FLOATS, this is a
good thing to confuse edge guarders that will do thiers delay moves (Falcon
Punch) too soon. If not, just pull away from the edge (with his floating you
can do it!) and use your Thunder on yourself to send him away while you regain
safety. To my knowledge, the only drawback he has is a steep learnign curve for
the Homing Thunderball comeback move.
***********************************************************************
JIGGLY PUFF
A button: Jiggly will do a 2 punch combo. Useless, because she pauses
between the 2 punches, it's better to use the Smash Punch.
DAMAGE: 1rst hit: 3% 2nd hit: 4%
Up, A (High Kick): I bet you already guessed what that is...
DAMAGE: 8%
Down, A (Low Kick): Again an already known move...
DAMAGE: 8%
Forward, A (Head Kick): Jiggly will kick in front of her to head height
(HER head I mean).
DAMAGE: 6%
Jump, A (Low Air Kick): Same as Kirby.
DAMAGE: 11%
Up + A (Balloon Bash): Jiggly will hit someone with her body. Much like
Mario's Head Bash, excellent move to use along with the Spinning Kick (See
combo).
DAMAGE: 14%
Down + A (Sitting Puff): Jiggly will sit down, blowing some air by her
sides. Quick and good move. Use it if many opponents stand near you. Sends them
on the sides.
DAMAGE: 12%
Forward + A (Balloon Hit): Jiggly will ram her body into someone. Not much
about it.
DAMAGE: 12%
Running Stance, A (Head Slide): Jiggly will slide with her head first.
Decent rushing move, but Jiggly doesn't run fast enough to make it worth it.
DAMAGE: 8%
Jump and Up, A (Slap): Jiggly will do a Slap over her. EXCELLENT move to
keep opponents flying, considering the fact that you can do a Slap then Double
Jump, restart and continue until you cannot Double Jump anymore.
Jump and Down, A (Spinning Kick): Same as Mario's own Spinning Kick. Does
good damage and as a fast recovery, use it to get opponents to higher damage %.
DAMAGE: 3% per hit
Jump and Back, A (Reverse Kick): AGAIN?!?!?!
DAMAGE: 10%
Jump and Forward, A (Side Kick): Jiggly will do a kick on each side.
Pretty much useless, this move doesn't send opponents very far, compared to
other characters move.
B button (Smash Punch): Jiggly will punch (can be done in the air) and
will travel a small distance with her punch. Good for sending opponents flying
as it sends them over Jiggly, so just do the punch again behind you. If you get
it, you can make some pretty good damage to him/her before he/she can do
anything.
Up, B (Lullaby): Jiggly will sing a lullaby that will send any opponents
close to her asleep (The opponent MUST be on the ground for it to work). This
is perfect for doing homeruns with a Homerun Bat, because your opponent can
just stare at you while his/her character sleeps.. Watch out, however, because
it take a LONG time to do and if you miss you're open against ANY attacks
(Probably something thrown at you).
DAMAGE: 0%
Down, B (Nap): Jiggly will take a short nap. If you execute it while near
of an enemy, that enemy will go flying FAR with 20% on thier side and you will
not even move of a pixel!! But it only works at the BEGINNING of the move after
this you're even more vulnerable than when using the Lullaby. If you get the
timing right, you can usually prevent those easy kills using Homerun Bats sicne
it leaves a small invincible frame as Jiggly falls asleep...
DAMAGE: 20%
L button: This is an EXTREMELY funny looking taunt. Jiggly will "puff"
herself a little and dangles from one foot to the other and say "Jigglypuff!".
I nearly wanted to roll myself on the floor when I saw this...
Combo: Opponent on the ground? no problem! Use her Spinning Kick (Jump and
Down, A) on them and IMMEDIATLY use her Balloon Bash (Up + A) just as you touch
the ground, if the timing was right, you should do at least 15% damage with the
Kick and 18% with the Bash. This move must be executed when your opponent is on
the ground because the Kick will let them stunned for a little while and they
will be unable to block the Balloon Bash. This combo can easily kill an
opponent over 70%. If you caught the 3 other chracters in that combo, you may
even be able to annihilate the 3 of them with that move!
A, B or R button when landing on belly (Half-Circle Kick) : Much like
Samus.
DAMAGE: 6%
A, B or R button when landing on back (Foot Turn) : Much like Mario, but
with only 1 foot.
DAMAGE: 6%
A or B button when hanging from a ledge (Splatter Step) : Jiggly will
throw himself over the ledge and stand with his feet first, effectivly hitting
anyone standing near. This move is done if you're under 100% damage.
DAMAGE: 6%
A or B button when hanging from a ledge (Jiggly's Bash) : Jiggly will
climb the ledge and hurl himself in front of him to hit opponents. This move is
down if you're over 100% damage.
DAMAGE: 6%
Pressing Forward when holding an opponent (Vertical Throw) : Jiggly will
hrow the opponent in a straight line up. Weak, but useful to send them in the
air easily.
DAMAGE: 12%
Pressing Back when holding an opponent (3 Turns Throw) : Jiggly will hit
the opponent on the ground behind him by passing the opponent over him.
DAMAGE: 16%
General Strategies: With Jiggly, you'll want to keep your opponents flying. If
they stand thier ground, you don't stand a chance. Use the Smash Punch a lot or
just throw them (Her throw sends them in a straight line up) and use the Slap
combo (Slap, Inflate, Slap, Inflate....) until you must touch the ground to
inflate again. Also, beware of any projectile, a bob-omb will usually kill
Jiggly Puff even if she's at 0% damage (On a small stage, of course). So don't
stay too far of your opponents. Use the combo as many time as you can because
it is very deadly!
VS Jigglypuff: As deadly as the Puff can prove herself to be, she is quite weak
and easily disposable. She can die easily at 50% and can have trouble handling
any opponent. The best is to always knock her on the sides, and make sure she
doesn't tocuh the ground, that way she will eventually run out of floats... and
fall down the stage.
Overall: 6/10 Jiggly is weak, but if you pratice with her, you can easily
surprise opponents and beat them. She is light (She's a balloon, what did you
expect?!?) so she'll pretty much go flying easily. However, she can come back
on the Stage pretty easily with this move: You inflate and you do a Smash
Punch, inflate, Smash Punch... until you get back on ground. Her Lullaby and
Nap moves are quite good, but requires timing and strategy to use them
efficiencly (Unless you want to be always open to opponents because you switch
into Sleep or Sing mode!!) Also it's pretty fun to hear her yell "JIGGLY
PUFF!!!!" (not sure, but funny anyway) when you send her into the background. A
bug in the balloon programming (I think), if your shield breaks Jiggly Puff
eliminates herself because she gets sent up VERY VERY high and dies in the
background (Even at 0% damage), it's a real pain to lose this way.
-----------------------------------------------------------------------
4. Items
To help getting rid of opponents you have a wide array of items that you can
get to kill or harrass your oppponents. I'll list those items and describe the
different moves available for them. I'll also list the damage for each.
***********************************************************************
BEAMSWORD
DESCRIPTION: This weapon is a great close-combat sword. It has the longest
range of all close-combat weapons. It does BIG damage and throws your opponents
pretty far. If you see 2 or 3 beamswords on the stage, grab one and throw the
other swords off the stage so you keep the advantage for you. It also blocks
projectile with the basic swing, it's very easy to do because the sword is long
enough. It ressembles the one used by Darth Maul in Episode 1. I think it comes
from a Kirby game, but I don't know which one...
A button: Basic sword swing. Does normal damage, but, considering the
range of the weapon, could be prety useful to keep opponents away.
DAMAGE: 9%
Forward, A: Like a normal swing, but stronger. This should be the move you
should use much of the time. It sends them pretty far and delivers good damage
without having any delay on it.
DAMAGE: 14%
Forward + A: An EXTREMELY strong slash, you'll get a kill if your
opponents are over 40% nearly always (On a small stage, of course...) It as a
small delay, but you should use it anyway because it deals a hefty 25% damage
and sends them in space pretty easily.
DAMAGE: 25%
Running Stance, A: Your character will slide with the sword in front. Good
for closing up as the sword hits them before they get a chance to retaliate.
DAMAGE: 12%
Throw it: NEVER EVER THROW THIS WEAPON AWAY!! Unless you're sure it will
disapear or fall down in the hole. This weapon is too strong to let any
opponents get it when you had it before. It does pretty good damage when thrown
and sends opponents flying a good distance.
DAMAGE: 15%
***********************************************************************
HOMERUN BAT
DESCRIPTION: This is not much in means of a close-range weapon, but it's main
strength is the ability to execute homeruns (Think of that as an automatic kill
if you connect with it). Because of the delay of the homerun hit, I prefer to
use the Beamsword. Nevertheless, if you see an Homerun Bat use it or throw it
down the stage. It comes form Earthbound on the SNES, you know, one of Ness's
weapons?
A button: Basic swing. Useless.
DAMAGE: 6%
Forward, A: Another swing, but stronger this time. Throws them farther
than a basic swing, but not much about it anyway.
DAMAGE: 9%
Forward + A: The HOMERUN. Simple and easy. Just connect with it and your
opponentS (Yes, you can get several at once) will travel to the nearest
constellation. However, if your opponents hits a wall or is being hit by
someone or something while travelling (HIGHLY improbable) they will NOT go very
far. Try to start the move a little earlier so you can do the little charge-up
animation and hit when your opponent is in range.
DAMAGE: 10%, but you get a kill almost always.
Running Stance, A: Your character will do like with the BeamSword (slide
with the Bat in first). Good damage, but useless.
DAMAGE: 12%
Throw it: This weapon can be a good throwing weapon, because it sends them
flying pretty far and deals a 18% damage when it hits. Careful, because
opponents can pick it back up if it doesn't disapear, but it doesn't give them
a good advantage compared to the BeamSword.
DAMAGE: 18%
***********************************************************************
FAN
DESCRIPTION: I don't know why Nintendo put a so USELESS weapon in this game.
It's so weak that you should not even pick it up. Maybe to throw to your
oppponents when they're trying to comeback (It kind of pityful when you die
because someone threw a PAPER FAN at you.) In 1vs1 matches, you can use it to
get your opponent up on damage because it doesn't sends them flying you just
have to hammer on the A button, it is not so useful in 4 player games because
other players will usually get rid of you. One of the few advantages of this
weapon is the fact that opponent's shields gets broken very easily by rapid A
button hits. It comes from Super Mario RPG on the SNES, it is one of Peach's
weapons
A button: Paper swing. Could be useful to get opponents up on damage, but
this hit actually make them advance towards you so you'll probably end up in
the hole or something like that if you use it a lot because you will begin to
back up when he/she is near you.
DAMAGE: 2%
Forward, A: Like a normal swing, but a LITTLE stronger. Useless anyway.
DAMAGE: 4%
Forward + A: Wow, a smash hit with a PAPER FAN. It surely does a awful lot
of damage and helps you a lot (sarcastic grin here). NO, it does 8% and is not
even useful to talk about!! It also breaks a shield in ONE hit. The sole
advantage of the Fan.
DAMAGE: 8%
Running Stance, A: Like the beamsword, but with the Fan first. Usuless
like all the other moves of the Fan.
DAMAGE: 6%
Throw it: Yeah!! That's the way to go!! It's the only use to the Fan that
is a little useful. Throw it to your opponents. It will harrass and distract
them most of the time. That's may be the only good use to it. Also it sends
them up when it connects with the throw. I usually start picking it up and
throwing it to others until it disappears.
DAMAGE: 5%
***********************************************************************
STAR ROD
DESCRIPTION: Basicly, it's a magic rod. It's a little strong, but you'd better
rely on your own moves than this item. It can inflict some high damage. Usually
, I throw it to my opponents instead of using it. It comes from Kirby's games,
but I don't remember which.
A button: You will swing the Rod. Weak and useless.
DAMAGE: 8%
Forward, A: Same swing, but this time, a star will come out of the rod. If
you connect with the two hits, you'll deal a fair amount of damage, but your
opponent won't go too far, considering the damage done.
DAMAGE: 12% for the rod hit, 6% for the star hit
Forward + A: This move will deal 26% and is pretty strong, but you can't
do always 26% because the rod sometimes run out of stars to throw. Use it to
finish off people as it sends them VERY far.
DAMAGE: 20% for the rod hit, 6% for the star hit.
Running Stance, A: Same as the others, slide with Rod in front. Decent
rushing move
DAMAGE: 14%
Throw it: Good damage and it travels pretty far when thrown. That's
usually the best way to use this item. The trick with throwing this weapon is
that the enemy that gets hit will be sent in a downward fashion, so it is
rather easy to dispose of airborn opponents with this weapon as a projectile.
DAMAGE: 11%
***********************************************************************
RAY GUN
DESCRIPTION: A ray gun is a ray gun so you know what it is? I call this a
coward's weapon because it stuns people it hits and you can just hit them over
and over if your timing is right. After 15 or 16 shots, the gun stop shotting
and become useless. I throw this down the stage so people do not harrass me
with this stupid weapon. It comes from Earthbound, it is one of Jeff's weapons.
A button: Basic laser shot. Good for juggling opponents because they get
stunned by the laser so you can hit them until your gun runs out or you're hit
by someone else. I already said you it's a coward's weapon.
DAMAGE: 8% per laser hit
Throw it: Simply thrown, it doesn't do much damage and doesn't sends them
flying so just thrown it down the stage to get rid of it without somebody else
picking it up.
DAMAGE: 7%
***********************************************************************
FIRE FLOWER
DESCRIPTION: With a Fire Flower, you breath fire (duh!). It as a fairly short
range, but if your opponents are in front of you, you can get them up in % at a
very quick pace (3% per hit). After it runs out of fire, just throw it to them.
Everyone knows this item comes from many Mario's games.
A button: Fire breath, hold the A button to maintain the flow until it
runs out of fire. Use it on near opponents so they get the maximum damage
before getting out.
DAMAGE: 3% per hit
Throw it: If it hits someone, he/she will catch fire for a second. Only
throw it when it as run out of fuel because the throw is not very useful.
DAMAGE: 6%
***********************************************************************
HAMMER
DESCRIPTION: When you pick this up, your character will hammer like crazy and
each opponents can handle a maximum of 3 hammer hits before going in space.
This is a lifesaver (if you get it)or a doom weapon (If your opponent has it).
Usually, I turn it off in the Item menu (When you have it) to make it a fair
fight. It is actually possible to kill a player with the hammer. He/She is NOT
invincible, but it's nearly impossible to do so. The drawbacks is that you
can't Double Jump when you have it and you can't get rid of it. It comes from
old school Donkey Kong and music too.
Tips on how to dispose of hammer-armed opponents:
1) Throws items or hit from below. (You can always try to hit from over
him/her, but it's highly improbable you'll get him/her that way.)
2) Kirby related= Use the Stone, or inhale the opponent. When inhaled, just
press to release the opponent in form of a star (Preferably over the hole)
where he'll fall to his death.
Hammer hit: Touch someone with the hammer to do a 30% damage and send them
flying HIGH in the sky.
DAMAGE: 30%
***********************************************************************
MOTION SENSOR BOMB
DESCRIPTION: Easy, think of it as a Proximity Mine like in GoldenEye (That's
were it comes from, I think). Explodes when it senses someone near it or if you
throw something on it. EXCELLENT power and throw back. It doesn't disappear
after a little while, it just sits there for a long period. When you see one,
pick it up and throw it anywhere on the stage and you'll pretty much get a kill
when someone steps on it (unless he isn't high on %). It's also a little hard
to see on the ground.
Explosion : Step on it while it's active to receive a 30% damage. It DOES
works for the person who threw it so watch out where you place mines or you'll
blow yourself up!
DAMAGE: 30%
Throw it : Throw it on the ground to activate it, if someone gets hit when
thrown he receive minimal damage and will usually know where the mine is. So
it's not a great idea to throw it at someone.
DAMAGE: 10%
***********************************************************************
BOB-OMB
DESCRIPTION: This item can be extremely dangerous for the thrower and the
target. It does in fact 40% of damage if you it soemone when you throw it. You
must NOT throw it too close to an opponent for the explosion will get you.
Anyone over 40% will probably never get back on stage if they get hit. When you
use this item, you must be EXTREMELY CAREFUL. Also, if you want to use it, pick
it up before 5 seconds because it will start walking around and explodes if
someone stand close OR self-destruct itself after some time.
Explosion : Simple, the explosion it produces when it hits something or
someone. Excellent damage and throw back, even better than the Motion Sensor
Bomb.
DAMAGE: 30%
Throw it : You throw it to hit your opponents and connect for a 10% damage
AND a 30% because get caught in the explosion resulting from the Bob-Omb.
DAMAGE: 10% + 30% from explosion because it's inevitable if you get hit by it.
***********************************************************************
BUMPER
DESCRIPTION: Basiclly a thing that throws back characters, it will usually hit
you if you throw it to someone because it will connect then come back to you
and go back at him/her until it touches the ground. It doesn't do much damage
and is basiclly useless unless to throw on the ground to annoy fighting people.
I don't know from which game it comes from.
Touch it : If you touch it while it sits horizontaly on the ground you
will receive a BIG 1% damage and get thrown a little way. Harrassing.
DAMAGE: 1%
Throw it: Useless, unless you absolutly want to bombard your opponent by
throwing anything you get your hands on. Most of the time, it will hit you
after connecting with someone if you throw it.
DAMAGE: 6%
***********************************************************************
GREEN SHELL
DESCRIPTION: The basic turtle shell found in any Mario game. You throw it, it
connects, you hear the "PLOK!" sound and you watch your opponent hit the
stratosphere if he's high in %, if no kill, pick up shell again and restart
from step 1, clear enough? (duh!).
Throw it: This item is dangerous because it deals a hefty amount off
damage and can mean death if you're over 50%. What's dangerous it's because
he/she can throw it from far away and get a kill while staying out of danger.
You must watch for these and use them for yourself if you can.
DAMAGE: 23%
***********************************************************************
RED SHELL
DESCRIPTION: Nearly the same as the Green Shell, but it will roll on a platform
when you throw it until it disappears and it will nearly always hit you if you
throw it near your opponents. In my opinion, the Green Shell is much better.
This item comes from Mario's games (What a surprise!)
Touch : Get hit while it rolls, it doesn't throws you back VERY far like
the Green one. You actually harrass people with this one because, they try to
come back and get thrown back down by the shell maybe 2 or 3 times (if you
thrown it at the good place) before it disappears.
DAMAGE: 10%
Throw it : A little more damage, but it will nearly always get you back
after hitting your opponent (unless you throw it from far away.)
DAMAGE: 15%
***********************************************************************
STARMAN
DESCRIPTION: A little star that hops in one direction and renders the character
who touch it invincible (Yeah right, has if nobody knew this...). It would have
been good if people and CPUs would not run away from you when you get it and it
doesn't last long enough to be of any real use. However take it anyway so that
YOU get the invincibility and not THEM. Comes from various Mario's games.
DAMAGE: The only damage dealt is the one you deal with your moves.
***********************************************************************
MAXIMUMTOMATO
DESCRIPTION: A tomato with a big M written on it. In the game, it's written
MaximTomato, but it's MaximumTomato. Comes from Kirby games. It heals up to
100% when you pick it up, actually people hitting with VERY good timing can
make you drop it without using it (usually happens by hazard) When you've begun
healing (Little sparks around you), any hit will deal 0%, but you will still
get thrown pretty far if you were high in %. The only advice, pick it up when
you see it, regardless of your % so you keep your opponents from getting from
117% to 17%.
DAMAGE: It heals 100% and deals nothing.
***********************************************************************
HEART
DESCRIPTION: Same as the Tomato, but heals up ALL damage, even if you're at
500%. Hails from Zelda64. Same as the Tomato, pick it up before your opponents.
DAMAGE: It heals damage and deals nothing.
***********************************************************************
POKÈBALL
DESCRIPTION: Little balls that summon a random Pokèmon when thrown on the
ground. Go for them always. Try to throw them at your opponents because they to
good damage and throws them like a smash hit. As a general rule, each time YOU
get out a Pokèmon know that you're invincible from his effects.
Throw it: Good damage and throws back. You MUST throw it to get a Pokèmon
so throw it on opponents. Sometimes they'll go over the ledge and enter the
Pokèmon range when coming back.
DAMAGE: 16%
Beedrills: A bee comes out, makes a buzzing sound and goes into the side
(this bee hits opponents on her way too). Seconds after you get a screen of
bees passing on the stage to the general area were you threw the Pokèball.
Useless on big stages (as you can avoid it by getting on an upper or lower
ledge), but dangerous on small stages (Like Kirby's) It's a good Pokèmon to get.
DAMAGE: 12% per bee hit
Blastoïse: A big turtle comes out, yells BLASTOISE! and begin shooting
water blasts. Each blast makes him go backwards, sometimes he can fall off the
stage. The water blasts do not do much damage but throws them back a long way.
It's usually easy to avoid so it's not the best one to get.
DAMAGE: 5% per water blast
Chansey: The little sheep thing comes out, says CHANSEY! and lays 2-4 eggs
with items inside. Non-harmful, bad Pokèmon to get.
DAMAGE: 0%
Charizard: A dragon comes out and begins spewing flames from left to
right, left to right and so on... until it disappear. People will usually get
3-4 hits and then the dragon spews flames the other side so it's not very
useful, only annoying.
DAMAGE: 3% per flame hit
Clefairy: A fluffy thing comes out and copy one of the other Pokèmon
moves. (Swarms of Clefairies and falling HUGE Clefairy, etc...) It can trick
opponents because, if they're not attentive to the movement of this Pokèmon,
they could get surprised by getting a HUGE Clefairy on them or maybe get caught
by the hopping, murderous and extremely dangerous Goldeen move.
DAMAGE: Depends on the Pokèmon it copies.
Goldeen: This is the best one, it comes out says something like Goldeen,
Goldeen! and begins to hop around. You'll want to get the most far of it even
if it's near death. Ok, seriously, this guy does nothing, but flopping around
so forget it. Maybe fun to yell "GET COVER!" when you get this one.
DAMAGE: 0%
Hitmonlee: A sort of Karate Man comes out, yells a Battle Cry and Jumps at
one random opponent. Does great damage and throws them back a LONG way.
However, it's easy to avoid if you're careful. Also, a tip, DO NOT use your
shield against this one because it will break in ONE hit.
DAMAGE: 24%
Koffing: A purple ball comes out, yells Koffing! and begin to spews yucky
brown gas clouds around him in a circle fashion. Little damage but a good combo
is to hit them while they are in the clouds because they'll never be able to
get out until they disappear so hit them as much as you can.
DAMAGE: 3% per gas hit
Meowth: A little cat thingy comes out and throws coins around him in
cricle fashion, like Koffing, but DO NOT TOUCH THEM while they're in the
because you might send them away from it. It does a hefty 6% damage per coin
hit and if you get hit from the beginning, you'll easily go over 100% before it
disappears. This is very good when strategicly placed.
DAMAGE: 6% per coin hit (I didn't knew money hurts THAT much!)
Mew: A rare one, appears only sometimes. Does not do anything but fly off
the screen. It does basicly nothing in multi-player, but gives you points in
single-player, now stop sending messages telling me this.
DAMAGE: 0%
Onix: A sort of stone snake comes out and goes straight up. After some
time, rocks start falling down. Cover a good area and each rock hit pulls you
up so it's quite hard to get out of it when you get caught.
DAMAGE: 8% per rock hit
Snorlax: Snorlax comes out and fly off in small form (it can still hit
enemies and comes back down at the same place, but in a HUGE form. It will
easily clear an area of enemies, but expert players will know how to avoid it.
Just stay far, far away from the point were Snorlax emerged. The one who got it
out is invincible to it's effects so you can lure opponents to battle with you
under the place were Snorlax will fall and try to distract his attention so he
does not get away from the area.
Kirby can pull a combo with Snorlax, just time a throw (The one that sends
Kirby and his opponent flying HIGH into the sky) so that you'll hit the Snorlax
while it's coming down. If the timing is right, your opponent will be sent in
the background, even at 0%.
DAMAGE: 22%
Starmie: A star comes out, says OOOH! and goes to a place horizontal to
one of your opponents (chosen randomly, usually the highest in the stage). When
it gets there it fires little beams of energy that does little damage by
themselves but you can do one of your strong moves when he's stuck on the
beams. A fact is that it chooses the place were it will fire when it starts
moving, so if the opponent he chose was falling he will fire to a useless place.
DAMAGE: 3% per beam hit
-----------------------------------------------------------------------
5. Stages
You can dish it out against your friends in 8 stages plus 1 secret one. I'll
explain those stages and say some tricks about them. I'll also list the
different hazards in the stages.
***********************************************************************
PEACH'S CASTLE
DESCRIPTION: This stage features a wooden bridge spanning the stage with a
platform beneath it with an horizontal bar that goes back and forth in the
stage. It has two "walls" (Looks like pinball's) on each side. Also has a
bumper that moves up in the middle of the stage.
DAMAGE POSSIBLE: 1% for hitting the bumper. VERY annoying.
TRICKS OR THINGS TO WATCH FOR: First, if you're high in % you can nearly always
get back in the stage because you should have hitten one of the two walls in
the stage or the bumper. Try to throw your opponents on the bumper, it's
harrassing and can easily distract them in thier moves (especially good against
people who use air moves a lot). Do not try to hang yourself on a ledge in this
stage, you simply cannot.
***********************************************************************
DK'S JUNGLE
DESCRIPTION: A wooden stage with two platforms on each side and 2 other
platforms circling in the middle. Also has a barrel going back and forth at the
bottom of the stage.
DAMAGE POSSIBLE: None, nothing in this stage can deal any damage.
TRICKS OR THINGS TO WATCH FOR: One thing to watch for in this stage it's that
you can pass right throught the floor from under it. You can easily bypass any
"Edge Guarders" this way. The barrel is useful, but is rarely there when you
need it. Watch out, however, because if you wait too long in it, you'll launch
automaticly and can result in a descent in hell at more than 100 km/h. This
stage is hell or heaven against Pikachu's Thunderbolt, hell if you stay high,
heaven if you stay in the low platforms, this way it will nearly never hit you
(Only one place when it can and it's pretty small).
***********************************************************************
HYRULE CASTLE
DESCRIPTION: The roof of Princess Zelda's castle, featuring 3 little platforms
in the middle and an arch-thing on the right of the stage with a wall near it
(action gets really confusing there!).
DAMAGE POSSIBLE: The whirlwind will do 14% to you and kill you if you're over
100% (for most characters).
TRICKS OR THINGS TO WATCH FOR: This stage is a personal favorite. Try to always
throw your opponents in the whirlwind, but if they are killed this way, you do
not get the kill. Also a good place to battle is under the arch, this way
people sometimes die because they thaught that was you that did fall off and
not THEM. This stage is pretty large so always stay near the edges if someone
was sent off, good chances that he/she will come back.
***********************************************************************
PLANET ZEBES
DESCRIPTION: A platform with three over-hanging "bridges" at different height,
no hole in this stage, only acid. You can't die by getting down at the bottom
unless you're invincible or in Rock form (Kirby). The acid level change from
time to time from very very low to high enough for only the highest platform
emerges.
DAMAGE POSSIBLE: The acid will do a 16% damage on you and kill you if you're
over 100% (for most characters).
TRICKS OR THINGS TO WATCH FOR: Throw down your opponet early, this way, if the
acid is down enough, He will get to near 70% before being able to get back.
Also if someone dies because you threw him in the acid and he got up in the
back or foreground, you get the kill anyway. Also, when you see the acid rise,
try to guard the highest platform from opponents so they get in the acid. Most
tricks in this stage must be pulled off in accordance to the acid because it
can easily disrupt your combos.
***********************************************************************
MUSHROOM KINGDOM
(THE SECRET STAGE)
DESCRIPTION: Yay, classic old school Mario's stage (with old music too!) Simple
enough, one hole in the middle, with "weight-platforms" (You know platforms
that go up or down depending on weight on each one?) in the middle. Also
features 2 pipes on each side and one on the side of the hole. Has a POW block
that appears randomly on the stage at a random location.
DAMAGE POSSIBLE: The red plant that comes out the pipes is worth a big 5% and
decent throw back, annoying and usually doesn't kill you.
The POW block, when hitten by someone (Not by thrown items or projectiles)
sends everyone that is on the ground, up in the air with a 20% damage. Kills at
more than 120% usually (Unless you're under the platform on the left.
TRICKS OR THINGS TO WATCH FOR: Try to always hit the POW block, you can easily
get kills this way. a good tactic is to use the Dashing move (Running Stance,
A) of a character to send someone away then redo it when he touches the ground
to send him farther until you push him outside the stage (watch out not to die
with him!!). Or even better, grab someone near the edge at left or right and
throw him on the side. You can also use the pipes for transportation (Press
down on the Control Stick while on a pipe), not recommended because you could
end up on the side of the hole and die uselessly (You can come back, but you
can also die. Ness must not fall in the hole in the middle if he used his
Double Jump, because you've got little space to manoeuver the Homing
Thunderball.
***********************************************************************
YOSHI'S ISLAND
DESCRIPTION: Happy-Happy land with one main platform with 3 symetric
over-hanging platforms. Also has an heart in the middle. One cloud to the left
and two on the right.
DAMAGE POSSIBLE: None, it's Happy land so, no damage in the stage!!
TRICKS OR THINGS TO WATCH FOR: If you want to throw off someone, always throw
to the left because the stage is not large on the left, but quite large on the
right. If someone picks up an hammer, take refuge on the farthest cloud on the
right and hop on it so it doesn't disappear until the hammer wears off.
There's not much more about this stage, it's more like a basic stage.
***********************************************************************
DREAM LAND
DESCRIPTION: Pretty much like Yoshi's island, but on an horizontal manner and
different scenery, there are no clouds on the sides in this stage also.
DAMAGE POSSIBLE: None.
TRICKS OR THINGS TO WATCH FOR: This stage is small so anything on a high
damaged opponents will usually kill him/her. The only thing to watch for is the
tree blowing wind on the right or left side, you get to slide a little when it
blows and should not be a problem if you watch out not to fall while it blows.
***********************************************************************
SECTOR Z
DESCRIPTION: Battle in space on Great Fox. Largest stage in the game, a 250%
Jiggly Puff played by a beginner survived for 1 minute in this stage. One
little niche is on the right on the reactor.
DAMAGE POSSIBLE: The Arwing will come down and opens fire on one player,
usually killing him. it's very annoying and lethal. It does a big 18% damage on
each hit and throws you VERY far. Breaks your shield in 2 hits, I think.
TRICKS OR THING TO WATCH FOR: Send your opponent flying always on the side
where you're the closest to the edge, if not, he'll just come back without
dying. Keep an eye for Arwings, they can mean death very easily if you do not
watch for them. Never walk on one when it goes up or you'll die in the
background (A quick way to get down the Arwing is to press Down on the Control
Stick to pass through the Arwing or just walk the edge of it).
***********************************************************************
SAFFRON CITY
DESCRIPTION: 3 buildings and you battle on the roof of them, the center one is
the largest and has Pokèmons coming out of a door. The building on the right is
nothing particular and you usually find items there most of the time. The
building on the left, however, features 2 hovering platforms that goes up and
down on each side of the building.
DAMAGE POSSIBLE: The Pokèmons that come out of the door can deal you little or
WAY TOO MUCH damage. Following is a list:
Electrode: If you see a white ball with a smiling clown face on it, then, RUN
AWAY FROM THE DOOR IT'S GONNA BLOW YOU INTO TINY LITTLE PIECES!!! This is the
most dangerous one to get hitten by. because you get 30% damage and get thrown
farther than if being hitten by a bob-omb. Do not ever fall paralyzed in front
of the door (Like sleeping by The Puff's song or shield broken), it's easy
death. The range of the explosion is pretty big, has it hits people on the
floor over the door.
Venusaur: A wierd greeny thing comes out and shoots green beams. Hurts a
little, touching him hurts more. Each beam costs you a big 3% damage. It's just
annoying.
Chansey: Like the one from Pokèballs, it will throws eggs, you can kill this
one with smash attacks (Like Falcon Punch). Don't care about it, it's too cute
to do any damage. It also heals under 5% damage if you're near the door when it
comes out, very useless, but I mention it anyway...
Porygon: Wierd metal birdie comes out, hits 25% when it comes out and 15% if
you jump on it while it's out. Throws you a pretty good distance, but will
rarely do anything worthwhile.
Charmander: Little red lizard, throws flames, sometimes it does nothing beside
yelling "CHARMANDER!". The flames hits for 3% each time. You can kill this one
too.
TRICKS OR THINGS TO WATCH FOR: The only thing about this stage is to watch for
the Pokèmons that comes out. If you see an electrode, throw your enemies in
it!! Always play according to the Pokèmons for a little help (unless you want
to be hitten by them) and never stay too near of the door.
-----------------------------------------------------------------------
6. Single-Player Bonuses
Here is be listed all the score bonuses you can earn in Single-Player mode
along with their requirements.
Cheap Shot (-99 pts): Using the same move over and over, even when unnecessary.
Fighter Stance (100 pts): Do the taunt (L button) of your character timed so
your character will be taunting as "GAME SET" appears.
No Item (1000 pts): Avoid picking up any item during the whole fight.
Throw Down (2000 pts): Grab your opponent and finish him/her by throwing
him/her off the stage.
Jackpot (3330 pts): Have all the numbers of your damage % be the same at the
end of the battle. If you got a % in the hundreds, it must be all 3 numbers
identical to get the bonus.
Smash Mania (3500 pts): Use only smash attacks (Up/Down/Forward + A at the same
time) to dispose of your opponents.
Full Power (5000 pts): Finish the battle with 0% damage, you can have been
damaged and picked up a MaximTomato or Heart to heal the damage, but it must be
shown as 0% to earn this bonus.
Smash-less (5000 pts): Win a battle without using any smash attacks
(Up/Down/Forward + A at the same time).
Special Move (5000 pts): The only moves used to damage the opponent are B
button moves.
Judo Master (5000 pts): Only use Throws to win a battle.
Mystic (7000 pts): The match must end while your character is plummeting in the
background to his/her doom (Achieved by going too far up the screen).
Single Move (8000 pts): Only use a single move thoughout the whole match to
earn this one.
Shield Breaker (8000 pts): Break your opponent's shield at least once during
the battle so your opponent stands there in a daze.
Last Second (8000 pts): Win the battle with a single second left on the timer
(If the timer is available).
Vegetarian (9000 pts): Collect at least 3 MaximTomatoes durign a single battle.
Lucky 3 (9990 pts): Win the battle with exactly 3:33 left on the timer (If the
timer is available).
Speedster (10000 pts): Win the battle before 30 seconds have passed.
Star Finish (10000 pts): Win the battle by sending your opponent high into the
sky and disappearring as a star in the background.
Butterfly (10000 pts): Make your opponent fall off while he/she is hanging from
a ledge.
Item Pitcher (10000 pts): Win a battle only by throwing items at him/her.
Pokémon Finish (11000 pts): Win a battle with the attack of a Pokémon from a
Pokéball. Jigglypuff/Pikachu along with the Pokémons in the door of Saffron
City do not count for this bonus.
Bumper Clear (11000 pts): Deal the last blow to your opponent with a Bumper.
Trickster (11000 pts): Win a battle involving multiple opponents (Kirbies,
Polygons, Yoshies) by disposing of EVERY enemy via the background of the screen
(Achieved by sending your opponents too far upwards).
Shooter (12000 pts): Win a battle by only using projectile attacks.
Star Clear (12000 pts): Win a battle while being invincible from collecting the
Star item.
Booby Trap (12000 pts): Win a battle by using a Motion Sensor Bomb explosion to
kill the opponent, the bomb must have been dropped by yourself.
No Damage (15000 pts): Win the battle without ever taking a single % of damage,
healing will not let you earn this bonus.
Mew Catch (15000 pts): Have Mew come out of a Pokéball at least once during the
match.
All Variations (15000 pts): Use all moves possible from your character during a
match.
Item Throw (16000 pts): Win the battle by throwing an item at your opponent.
Heartthrob (17000 pts): Collect at least 3 Hearts during a battle.
Hawk (18000 pts): Use only aerial attacks to win a battle.
Item Strike (20000 pts): Use only items to win a battle.
Comet Mystic (10000 pts): You and your opponent must be sent into the
background by going too high in the stage and your opponent must disappear
before you while you are still in the background to collect this bonus.
Heavy Damage (28000 pts): Win a battle with a damage % over 200%.
No Miss x (5000-55000 pts): Win battles without losing lives from the
beginning. The bonus stops cumulating from battle to battle if you lose a life
during the process. You get 5000 points more than the previosu battle for each
ew battle won without losing a life.
Pacifist (60000 pts): Win a battle by not dealing a single % of damage to your
opponent.
Tornado Clear (3000 pts): Win the battle on Hyrule's Castle by having Link lose
by getting blown away by the tornado.
Yoshi Rainbow (50000 pts): Win the battle against the Yoshies by killing them
in the order in which they appear.
ARWING Clear (4000 pts): Win the battle in Sector Z by having Fox lose by
getting blasted away by the Arwing.
Good Friend (8000 pts): Win the battle against the Mario Brothers with your
CPU-controlled ally still on the stage.
True Friend (25000 pts): Win the battle against the Mario Brothers with your
CPU-controlled ally still on the stage and at 0% damage.
Bros. Calamity (25000 pts): Dispose of one of the Mario Brothers without the
other brother taking a single % of damage.
DK Defender (10000 pts): Win the battle against Giant Donkey Kong with your 3
CPU-controlled allies still in the stage.
DK Perfect (50000 pts): Win the battle against Giant Donkey Kong with your 3
CPU-controlled allies still in the stage and at 0% damage.
Kirby Rank (25000 pts): Win the battle against the Kirbies by defeating them in
the order in which they appear.
Acid Clear (1500 pts): Win the battle on Planet Zebes by having Samus lose by
touching the acid.
No Damage (15000 pts): Complete Bonus Stage 3 without taking any damage.
Perfect (30000 pts): Complete Bonus Stage 1 or 2 by destroying all targets or
landing on all platforms.
Very Easy Clear (70000 pts): Complete the game on Very Easy difficulty.
Easy Clear (140000 pts): Complete the game on Easy difficulty.
Normal Clear (210000 pts): Complete the game on Normal difficulty.
Hard Clear (280000 pts): Complete the game on Hard difficulty.
Very Hard Clear (350000 pts): Complete the game on Very Hard difficulty.
No Miss Clear (70000 pts): Complete the game without dying a single time.
Speed King (40000 pts): Complete the game in less than 20 minutes.
Speed Demon (80000 pts): Complete the game in less than 10 minutes.
-----------------------------------------------------------------------
7. Master Hand Strategy
Here is listed a safe strategy to beat the Master Hand at the end of the single
player game with any of the 12 characters. Each character has its own strategy
listed. The only common part with all of the characters is to dodge the bullets
and horizontal punch of the Hand and use your shield to protect against the
slaps and vertical punch.
Mario: Use his air Spin Kick to soften the Hand's HP quickly, use fireballs
from the ground when the Hand is out of reach.
Donkey Kong: Stay under the Hand and use the Overhead Slap as much as possible.
Link: Stay under the Hand and use the Upper Stabs, switching to the
Boomerang/Bombs when the Hand is out of range.
Samus: Stay under the Hand and use the Flamethrower attack over and over for
big damage. Use small bullet shots when the Hand is out of range.
Yoshi: Jump in the air and use the Multifeet attack on the Hand as you come
down on it for the biggest damage.
Kirby: Jump in the air and use the Spin Kick on the Hand as you're coming down.
Fox: Jump in the air and use the Spin Kick while coming down on the Hand,
switch to regular laser shots when the Hand is out of reach.
Pikachu: Jump in the air and use Drilling Electricity to inflict the most
damage on the Hand.
Luigi: Use his air Spin Kick to soften the Hand's HP quickly, use fireballs
when the Hand is out of reach.
Captain Falcon: Stay under the Hand and use the Shoulder Hit as much as
possible.
Ness: Use PK Fire on the hand at all times for the most damage.
Jigglypuff: Jump in the air and use the Spin Kick while coming down on the Hand
for the most damage.
-----------------------------------------------------------------------
8. Bonus Stage 1
Here is covered all the first Bonus stages for every character and the best way
to complete the Bonuses as quickly as possible, feel free to experiment!
***********************************************************************
MARIO
Run to the left and smash the target you'll see with a normal attack. Run back
to the right to smash another target with a normal attack and go back to the
middle where you started. Jump up and smash the target there, double-jump to
the next target and destroy it as well. Go a bit to the left and to the right
as you jump and execute a Jumping Uppercut to the last target.
Once you fall back to the starting position, jump on the platform to the right
and jump to the next floor as well. Stand on the right ledge and throw a
fireball at the target below to get it. From the ledge, do a double-jump and a
Jumping Uppercut to the moving platform above, you should break the target on
it at that time. Jump to the left when the moving platform is at the peak of
it's movement and double jump to the small ledge there.
Jump over the target you see on the left and do a Spin Kick while falling on it
to break it. Repeat the move a second time to destroy the target under it also.
You will land on a floor below. Fall to the left of this floor and do an
uppercut to the right to destroy the target under the floor, ending the Bonus
Stage.
***********************************************************************
DONKEY KONG
Attack as soon as you start to break the first target and attack the target to
your left right afterwards. Jump on the platform to the left and break the
target there with a normal attack. Double-jump to the moving platform on your
right and break the target on it. Double-jump on the ledge that's above the
moving platform and use your Charge Punch to destroy the target behind the wall
to the left.
Double-jump in the air and smash the target above you. Fall on the floor to the
left and jump up again to smash another target above. Double-jump on the moving
platform above you and double-jump to the right, keeping track of your height.
Execute a Flying Tornado when a little under the height of the next target and
you'll destroy it by flying at it. Fall on the floor a little below and
double-jump up to smash another target.
Land back on the floor and fall under it. Attack the target from above while
you're falling towards it to finish the challenge.
***********************************************************************
LINK
Slash the target to your left and jump on the higher floor to the left. Stand
to the right edge of the floor and get out a bomb, throw it to the target to
the left to break it. Jump on the higher floor to your right, double jump up
and execute a Spin Slash to get to the higher floor and break up the target
there. From this location, throw your boomerang to the left and double-jump as
it's coming back so the boomerang will zip past Link and smash into the
very-high target to the right and up. There might be another way to get this
one, but I haven't figured it out yet.
Jump to the next floor on the right and jump down the space to the right.
Execute a Downward Slash to smash a target and also another target a bit below
the first one. Run to the right once you land on the floor and execute a
Running Stab to get the target behind the wall. Jump on the higher floor to the
right and double-jump to the higher floor above you.
Double-jump and execute a Spin Slash to get to the floor aboe you and break the
target there. Double-jump again from there and Spin Slash to get to an even
higher floor and break another target. Double-jump to the right from there and
Spin Slash to break the last target, ending the Bonus Stage.
***********************************************************************
SAMUS
Smash the target to your right as you begin and jump up to the floor above you.
Smash the target there and double-jump up, followed by a Screw Attack to smash
another target on a higher floor. Jump to the left and drop a Bomb over the
space between the 2 floord below you to smash another target. Land on the
far-left floor.
Double-jump in the air and follow up with a Screw Attack to smash a target
above you. Head to the right, jumping on the higher floor along the way. Jump
to the right fro mthere and smash the target you see in midair. Drop a Bomb in
the space between the 2 floors below you to smash another target and land on
the floor to the far-right.
Double-jump in the air and shoot the target to the right of you. Fall to the
right of the floor you are currently on and smash the target you'll pass by on
your way down to another floor. Fire at the target to the left to finish the
Bonus Stage.
***********************************************************************
YOSHI
Smahs the target to the left and jump in the air to smash the target above it.
Run to the wall on the right and execute a Strong Head to smash the target
behind the wall. Jump on the 2 platforms above you and double-jump to the other
platform above to smash the target there. Fall down to the platform to the left
of it and double-jump once past the wall to the left to reach the target behind
it, smash it with a normal attack or an egg.
Let yourself fall on the floor directly below and smash the target there.
Double-jump to the platform to the far left and use the Egg Throw to smash the
target to the right of the floor you will land on. Double-jump in the air and
execute an Egg Throw to smash the target above you. Repeat the same mvoe to
smash the target on the floor to the left and up. Double-jump back to the floor
on the far right and fall down on the platform below it.
Fall down the platform to the right of it and perform a double-jump to reach
the target to the ceiling and smash it, thus ending the Bonus Stage.
***********************************************************************
KIRBY
Smash the target to your left and jump in the air to smash the target above
you. Jump to the left of the platform on the moving platform below to smash
another target and float under the wall to the left and on the floor after
passing the wall for another target. Float upwards until you can't float
anymore and perform a Sword Attack to smash the target above you, be careful to
fall on the platform below you too.
Return back to the starting position and float to the platform above you to
smash another target. Jump towards the target on the right of there and smash
it in mid-air. Float up to the next floor (Perform a Sword Attack to reach it
if needed) and float to the floor higher than that one. Jump into the small
space to the right between 2 walls and perform a Rock attack. Let yourself fall
down to smahs a target, another target and you'll catch the last target as you
fall down in rock form, ending the Bonus Stage.
***********************************************************************
FOX
Smash the target to your right and jump in the air to smash the target above
you. Double-jump and execute the Flaming Fox to smash the target above this
one. Once you fall back on the floor, head to the right of the floor, until you
come by a target to smash. Double-jump to the platform to the right and smash
the target there.
Double-jump to the higher platform to the left and double-jump to the left,
executing a Flaming Fox to reach the target you'll see along the way. Fall on
the floor to the left after executing the move. Fall to the left of the
platform and double-jump under it to smash the target there. While falling
down, smash the target you will pass by then.
Once you land on the floor below, shoot down the target on the other side of
the wall to the left. Fall down to the right of the platform and double-jump
under it. Execute a Flaming Fox to smash the last target to the right from
there and end the Bonus Stage.
***********************************************************************
PIKACHU
Execute an Electric Slinky to the left to smash a target and jump in the air to
smash another target. Head to the right and smash the target on the edge fo the
platform. Send an Electric Slinky to the right to smash the target along the
wall under you. Double-jump to the moving platform above you and smash the
target there. Jump on the floor to the right at the peak of the platform's
movement and send an Electric Slinky to the right to smash another target.
Double-jump to the platform to the left and above you. Jump on one of the small
pillars to the left from there and send an Electric Slinky between the two to
smash the target at the bottom. Double-jump to the platform on the left and
smash the target there. Fall to the left of the platform and smash the target
as you fall down on a floor below. Fall down between the 2 platforms there and
smash the target you will come across to end the Bonus Stage.
***********************************************************************
LUIGI
Smash the target on your right and jump in the air to smash another target.
Double-jump up and a little to the right, execute a Flaming Uppercut to smash
the target above yourself. Once you come back on the ground, jump on the moving
platform to the right and fall down to the right of it when it's going back up.
Smash the target a small bit down and double-jump towards the moving platform,
performing a Flaming Uppercut to get back on it.
Double-jump to the left of the moving platform and perform a Flaming Uppercut
to the right to get on the floor above and smash the target there. Double-jump
to the moving platform to the far left and smash the target above it.
Double-jump in the air and execute a Flaming Uppercut to smash another target
above the last one.
Fall on the floor under the moving platform and fall to the left of it,
smashing the target there and quickly perform a double-jump to get back on the
floor. Double-jump to the moving platform to the right and a bit below. Smash
the target to the right with a fireball and jump to the right once the moving
platform is to the rightmost of its path to smash the last target near the
ceiling.
***********************************************************************
CAPTAIN FALCON
Smash the target to your left and jump up to smash the target above you. Jump
over the wall to the left and to the moving platform there to smash another
target. Double-jump to the left once the moving platform is at the peak of its
path and smash the target above you. Fall down on the floor directly below you.
Execute a Falcon Punch to the left to smash the target behind the wall and
double-jump in the air. At the top of your double-jump, execute a Falcon Punch
to smash the target behind the wall. Return to the starting point and jump on
the higher floor to the right, smash the target there.
Double-jump on the platform above you and double-jump to the platform even
higher than you, performing a Flaming Throw to reach it. Execute a Falcon Punch
to the left edge of the platform to smash a target. Fall back down on the floor
at the bottom and execute a Falcon Punch to the right edge of the floor to
smash the target there. Fall down to the right side of the floor and
double-jump to the right once past the wall to reach the last target on the
ceiling there, thus ending the Bonus Stage.
***********************************************************************
NESS
Smash the target on your left and double-jump over the wall on the left to the
platform on the other side. Jump in the air to smash another target and send an
Homing Thunderbolt under the floor you are currently on to smash the target
under it. Double-jump to the moving platform above you and double-jump to smash
the target above it.
Send an Homing Thunderbolt to the left and into the space between the 2 floors
above you to smash the target there also. Go back to the starting area and head
to the target on the right. Jump up to the 2nd higher floor to the right and
smash the target on this floor. Double-jump to the floor above you and jump to
the next higher floor. Send an Homing Thunderbolt down the space between the
two walls to the right to smash a target between them.
Fall to the left of the floor you are currently on and go down to the same
floor as a target to the right. Launch a PK Fire at the target and it will go
down to smash the target below it, ending the Bonus Stage.
***********************************************************************
JIGGLYPUFF
Smash the target to the right of the start and jump over the starting point to
smash another target. Head to the left and smash the target near the edge of
the floor. Jump on the platform above you and float up to the target over you
to smash it before fallign back down on the paltform.
Jump to the floor on the left of the paltform and fall down to the left of it
to smash the target there, quickly float back to the floor. Fall to the right
of the floor this time and you'll land on a moving platform below, smash the
target there. Jump to the platform on the right when the moving platform is at
the bottom of its path. Jump to the right and smash the target in the air.
Fall down on the moving platform below and smash the target on it. Float back
to the floor above the moving platform and jump to the moving platform to your
left. Jump to the right when the pltform is near the middle of its path and
perfrom the following while heading to the right: Float, Smash Punch, Float,
Smash Punch.... until you reach the target. Fall down to the left of the floor
there and float under the wall to the other side to smash the target there to
end the Bonus Stage.
-----------------------------------------------------------------------
9. Bonus Stage 2
Here is covered all the second Bonus stages for every character and the best
way to complete the Bonuses as quickly as possible, feel free to experiment!
***********************************************************************
MARIO
Hop on the first platform to the right and jump on the next platform to the
right. Fall off to the right of it to another platform below and fall down to
the next platform below when it comes out of the lava. Quickly jump to the next
platform to the left and jump to the next platform to the left when it comes
out of the lava.
Quickly jump on the floor to the left afterwards and fall down to the next
floor to the left. Follow the path to the right to another platform and jump
past the 2 next pillars, landing on the 2nd one. Drop on the platform to the
right and jump on the floor to the right.
Jump to the blue floor to the right and back to the left on another platform.
Jump to the higher floor to the right and back to the higher floor on the left.
Jump to the last higher floor on the right, executing a Jumping Uppercut to
make it. Double-jump to the last platform above you to end the Bonsu Stage.
***********************************************************************
DONKEY KONG
Jump on the platform to the right and jump on the next platform to the right.
Hop on the next platform to the right and jump on the moving floor to the
right. Jump on the moving floor to the right when the moving floor you are on
is at the peak of its path and jump up to the first platform you pass under.
Press Down 2 times to fall through the platform on the moving floor and jump up
to the second platform you pass under. Press Down 2 times to fall through the
platform and fall down to the right of the lava pit, on a platform below.
Double-jump to the left and execute a Flying Tornado to reach the next
platform. Fall to the left of the platform and double-jump to the moving
platform to the left. When the moving platform is at the peak of its path,
double-jump to the platform above you, execute a Flying Tornado to reach it, if
necessary.
Fall to the right of the platform and double-jump to the floor on the right
after the wall. Double-jump to the right and execute a Flying Tornado when you
reach the peak of your jump to reach the last platform to end the Bonus Stage.
***********************************************************************
LINK
Double-jump on the platform above you and double-jump to the platform to your
right. Jump to the platform to your left and double-jump to the platform above
you, executing a Spin Slash to reach it. Double-jump to the floor above you and
to the right and double-jump on one of the moving floors above you.
Jump to the platform in the middle and jump on a moving platform passing to the
right. Double-jump to the moving platform to the right and execute a Spin Slash
to make sure you reach it. fall down to the floor below this platform and fall
to the right of there on the floor below.
Fall to the left of this floor and double-jump in the alcove to the left for
platform. Fall back to the right when the wall on the floor to the right is to
the extreme right of the floor and double-jump to that floor. Double-jump on
the moving wall and double-jump on the higher floor to the right. Double-jump
to the floor above you and execute a Spin Slash to reach it.
Double-jump to the left and execute a Spin Slash to reach the moving floors in
the middle of the level. When the moving floor you're on is to the far left of
the path, execute a double-jump to the left to reach the moving platform. Fall
down to the floor below and fall down to the next floor to the left. Fall down
to the right from there and double-jump to the moving platform when you're past
the wall.
Fall down to the right of the platform and execute a double-jump towards a
platform you will see while falling, execute a Spin Slash to be sure to reach
it and end the Bonus Stage.
***********************************************************************
SAMUS
Go to the right and fall down the ledge on a platform. Double-jump to the
platform above you and double-jump to the platform on the right, executing a
Screw Attack to make sure you reach it. Fall down to the left of the platform
and land on the moving platform below. Stay on the left end of the platform and
double-jump to the left as soon as the moving platform is to the right-most
point of its path. Execute a Screw Attack to reach the next platform.
Double-jump on the moving floors above you and be sure to continue jumping
there until you land on a platform and a second platform. Once those 2
paltforms have been activated. Double-jump to the floor above you and to the
right. Double-jump to the platform above you and execute a Screw Attack to
reach it.
Fall back on the floor to the right and go down a floor to the right. Roll
udner the bumpers and board the platform on the other side. Jump through the
floor above you and double-jump on the small floor to the right and up,
executing a Screw Attack to be sure to reach it. Double-jump to the left from
as close to the edge as you can, and use your second jump only at the peak of
your first jump. Execute a Screw Attack to barely board the last platform and
end the Bonus Stage.
***********************************************************************
YOSHI
Double-jump to the platform directly above you and jump on the moving block
above you. Double-jump on the platform above you and double-jump to the right,
landing on another platform. Fall off to the right on another platform and
continue to the right to fall on yet another platform.
A platform will fall amonst the floors to the right. It will fall between 4
floors, every time. Time your jump so you jump a little before the platform
falls, once you are above the platform, execute an Head Stompto catch up with
the falling platform, as soon as you recover, jump to the platform on the right
along the way.
Jump on the floor to the left (Not the falling floors) and jump on the moving
floors to the left. Continue jumping from moving floor to moving floor until
you activate a platform and another platform. Once both platforms have been
activated, jump to the floor on the left. Double-jump to the platform to the
left to end the Bonus Stage.
***********************************************************************
KIRBY
Jump up to the first platform and jump to the platform to the right. Jump to
the next platform to the left and jump on the floor to the right. Jump to the
platform on the right and fall off the right side. Transform into a Rock to
pass by the Bumper and rest on the ledge below.
Morph back into Kirby and watch the timing of the falling platform to the left.
Jump in the air and slide between the platform and the floor above it. Press
down on the Control Stick quickly to fall on the platform and jump off it once
it's activated, this one might take a few tries.
Fall to the right until you're past the wall, then float back past it on a
platform, use the Sword Attack to reach it if necessary. Float up to a moving
floor until it brings you under a platform, float up to it. Float to the right
and let yourself fall through the space there. Transfrom into a Rock and change
back into Kirby once you're past the Bumper.
Follow the path to the right and float up to a platform, using a Sword Attack
to land on it. Fall back down on the floor below and fall to the left side of
the floor. Land on thesmall ledge to the right during the fall. Float to the
left until you see a platform, use a Sword Attack to land on it. Fall off this
platform and go near the left wall while falling off, float under the wall and
use a Sword Attack to land on the last platform on the other side to end the
Bonus Stage.
***********************************************************************
FOX
Run to the platform to the right and jump on the platform just above it. Jump
to the platform above this one and hop on the moving floor to the left. Avoid
the Bumpers and jump into the space after the wall on the right to land on a
platform. Fall down to the right of it and double-jump to the right to a
platform, execute a Flaming Fox to reach it.
Come back to the previous platform and hope to the higher floor on the right.
Jump on a moving floor that will pass by and avoid the Bumpers along the way to
another platform. Continue on the moving floor afterwards until you pass by
another platform while going down. Jump back on the moving floor then. Remain
on the moving floor until you see a platform below you, jump on it. Jump on the
floor higher and to the left of you afterwards.
Double-jump to the left and execute a Flaming Fox to reach a platform. Fall to
the right of the platform and double-jump between the two walls to your left
once you're past the Bumper. Execute a Flaming Fox to reach the last platform
at the top, ending the Bonus Stage.
***********************************************************************
PIKACHU
Head to the right and jump on the first platform you see. Jump on the next
platform to the right and jump on the platform to the right afterwards.
Double-jump to the platform to the right and fall down to the left of it. Go
along the shifty path to the left and fall down at the end.
Walk to the platform to the right and continue to the right to another
platform. Fall down to the right then. Go against the moving walls to the left,
jumping over them, land on the platform that passes between 2 of them to
activate it and continue to the left edge of the floor.
Fall down and double-jump to the platform to the left. Double-jump to the
platform above you and double-jump upwards. Perform a Double Teleport to warp
to the last platform and end the Bonus Stage.
***********************************************************************
LUIGI
Double-jump to the platform above you and fall down to the right on the
platform while it is out of the pipe. Double-jump to the platform on the pipe
to the left and fall down on the right to land on another pipe with a platform
down below. Fall on the floor to the left and fall down to the left of the
floor to a platform down below, after the moving wall.
Jump to the right of there, double-jump under the wall you'll see and execute a
Flaming Uppercut to land on the floor on the other side. Jump on the platform
to the right and double-jump to the platform above you, executing a Flaming
Uppercut to reach it. Jump to the right and double-jump under the wall you will
see, execute a Flaming Uppercut to land on the platform on the other side and
fall to the left of there.
Double-jump under the wall again and execute a Flaming Uppercut to the right to
land on top of the floor above you. Double-jump on the swinging platform that
passes above you and jump on the smaller floor above yourself there. Wait until
the swinging motion is at one of the sides and double-jump to the last platform
in the middle, ending the Bonus Stage.
***********************************************************************
CAPTAIN FALCON
Run to the left and fall on a platform. Continue running to the left to fall on
another platform and fall down the floor at the left end. Run to the right from
there to fall on a platform below, wait for it to come out if it's out of
reach. Run to the left from there to another platform below. Double-jump above
the slope to the left and land on the floor on the other side, executing a
Flame Throw to be sure to reach it.
Run to the right and jump on the platform after the edge of the floor. Fall
down to the left on the floor below and jump on the moving platform to the left
when it comes out. Run to the left from there and fall on the floor below at
the end of the current floor. Run to the right edge of the floor and
double-jump to the small floor to the right. Double-jump to the platform to the
right, executing a Flame Throw to reach it and backtrack all the way to the
4rth platform.
Head to the right this time, and jump over tho the next floor on the right.
Jump on the platform above you and double-jump over the wall to the right. Go
back to the left as you fall on the other side to land on a platform below.
Fall down to the left of the platform to land on the last paltform near the
bottom of the screen, ending the Bonus Stage.
***********************************************************************
NESS
Fall off to the left side of the floor on a platform and fall on the floor to
the right side fo the platform. Fall down to the right on a platform and
continue down to the right to fall on another platform. Fall down to the right
one last time on another platform and fall down to the floor on the left of the
platform.
Double-jump to the platform to the left and up, execute a Thunder Strike to
reach it if necessary. Fall back down on the floor to the right and head to the
left. Jump on the platform to the left and jump on the higher platform to the
left afterwards. Jump on the slope to the left and execute a Thunder Strike to
slide up the slope. Jump up to the floor above you and jump up through the
moving floors above you there.
Jump on the pillar to the right at the top and double-jump to the left,
executing a Thunder Strike to reach the platform to the left and up. Jump back
on the pillar to the right and double-jump to the right, executing a Thunder
Strike to reach the platform to the right. Double-jump into the air and execute
a Thunder Strike straigth up to land on the last platform and end the bonus
stage.
***********************************************************************
JIGGLYPUFF
Jump on the platform to the left and jump to the higher platform to the left
afterwards. Run along the floor to the left all the way to the moving walls.
Get on them and jump from wall to wall to the right until you land on a
platform and another platform. Once both of them have been activated, fall off
the floor on the left end to another floor below.
Run on the blue floor to the right and remain in one spot of the floor until
the paltform lifts up from under you. Run to the right to an area with moving
Bumepers and jump to the first platform you will see above you. Float up to the
next platform above you and jump to highest platform above you. Fall down to
the right side of the platform all the way to the bottom of the stage.
Jump on the vanishing platform to the left and go near the edge of the floor to
the left. Do the following: Jump to the left and Smash Punch, float, Smash
Punch, float, Smash Punch.... until you reach the last platform at the far left
end of the stage to end the bonus stage.
-----------------------------------------------------------------------
10. Secrets
Here are listed the various secrets you can unlock in the game, take note that
none of them are actual cheats and must be earned....
Item Switch Menu: Battle in the VS part of the game (Multi-player) for fifty
matches to earn this menu, you can toggle items on/off in multiplayer with this
menu.
Sound Test Menu: Complete the Bonus Stages 1 AND 2 for all characters to earn
this menu, all sounds, voices and music in the game are available with this
menu.
Mushroom Kingdom Secret Stage: Complete the Single-Player game on any
difficulty level with all 8 regular characters to gain access to the Mushroom
Kingdom Stage in Multiplayer.
Mew: To have Mew appear once in a while in Pokéballs, unlock all 4 secret
characters for use.
Play as Luigi: Complete Bonus Stage 1 "Break The Targets" with all 8 regular
characters to challenge him. Beat him to earn Luigi.
Play as Ness: Complete the Single-Player game on Normal, with 3 lives and
without continuing with any character to challenge him. Beat him to earn Ness.
Play as Jigglypuff: Complete the Single-Player game on any settings with any
character to challenge her. Beat her to earn Jigglypuff.
Play as Captain Falcon: Complete the Single-Player game on any settings with
any character under 20 minutes to challenge him. Beat him to earn Captain
Falcon.
-----------------------------------------------------------------------
11. Credits & Legal stuff
Thanks to uppie curly for reminding me about the different ways to dispose of
hammer-armed opponents.
Thanks to ForceVader for the tip about Mew, you don't need to do anything
special to get it.
Thanks to Animal708 for the breaking shield ability of the Fan's Smash Attack.
Thanks to Carol Paprocki for correcting the Sitting Puff move.
Thanks to Neo Darkshadow for the tip about Kirby and Snorlax.
Thanks to Evil Clown for the infinite combo with DK's Ground Hammering.
Thanks to Kheg1591 for the reflecting ability of Ness's Baseball Bat.
Thanks to Adam for telling me from which game the Ray Gun was.
Thanks to spoofio for mentionning the healing done by Chansey in Saffron City.
Thanks to VillainMan for submitting the trick with Jiggly Puff shield break.
Thanks to Kraken for submitting the fact about DK's Flying Ball and letting me
put his letter on my FAQ.
Thanks to Bballn64 for the shield break fact of the Fan.
Thanks to Psycho4387 for the fact about the hits mentionned at the end of the
introduction in the characters section.
Thanks to Derek Fong for submitting how to get your opponents on fire everytime
with Luigi's Flaming Uppercut.
Thanks to Lrld for submitting the combo with the PAPER FAN, pretty good combo
even if I still think this weapon is useless.
Thanks to (.... sutphen) for submitting the Double Teleport trick for Pikachu.
Thanks to SkYrth for submitting help on Fox's Repulsive Shield, also for
correcting the damage dealt by Pikachu's Electric Slinky to 5%, submitting
Pokèmons names in Saffron city and in Pokèballs, the fact about when you throw
the Fan (sends them up) and other tons of corrections to make in damage %.
Thanks to FSUgreg for mentionning the Bob-omb fact about Fox's Repulsive Shield.
This FAQ is Copyright to Kildread2, I don't particuliarly care that much if you
put it up on your website as long as you're not making any money off MY work
and don't alter this guide at any point.
Also, if you put it up on your site, check for updates at www.gamefaqs.com,
that woudl avoid e-mails asking me about a completed section because some site
owner was too lazy to take the updated guide.
If you have any questions, information or comments, mail me at
[email protected].