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AIM:
cranium77
==============================================================================================
SUPER
SMASH BROTHERS
FAQ
v.3.0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CONTENTS
========
Version
History
Introduction
Definitions
Characters
Items
Stages
PokŽmon
Secrets
1-Player
Game Walkthru
Music Review
Theme Battles
In Closing
Legal
Crud
Thanks
.............................................................................................
VERSION
HISTORY
===============
v.3.0 Last planned update; killed off the
legal crud booboos once and for all
v.2.12 The legal crud strikes
again!
v.2.11 Another change to the legal crud. Hey, I gotta do
it...
v.2.10 A small addition to the legal crud. Yes, I'm too cheap
to make a version 3 yet.
v.2.9 A few typos and other things
corrected, and a bunch of general revisions.
v.2.8 More
contributions, updated Fox strategies and "dai-rantou"'s supposed
meaning.
v.2.5 Guess.......... at least this time I changed
Pikachu's nickname.
v.2.3 And still more contributions.
v.2.2
All right! More contributions! Again, go to the Thanks section.
v.2.0
Woohoo! Contributions! Go to the Thanks section for the
lowdown.
v.1.7 One little part added to the Legal Crud.
v.1.6
Removed that stupid Japanese banter.
v.1.5 Changed the listing
for S.T.44 and added moves lists for everybody.
v.1.0 Guess what? I
started it
here!
.............................................................................................
INTRODUCTION
============
Howdy, and welcome to the world of Smash Brothers. In writing this guide, I
assume that you
read the manual and understood everything you read. I also
assume that you're familiar with
the characters in the game at least
slightly. I do NOT, however, assume that you: a) have mul-
tiple
controllers, or b) have friends (much like myself...sigh(j/k!). For those
two reasons, I
didn't spend any time thinking out excessive multiplayer
strategies.
By the way, this is the only place you should find the music
review of the game. I would have
done a whole sound test blowout, but I
figured that I wouldn't risk getting in trouble with
that guy with the
huge, 100-something K FAQ on gamefaqs.com (that's a great faq, btw).
The
game was originally (in Japan) called Nintendo All-Star Dai-Rantou Smash
Brothers (Dai-
rantou means "large fray" I think). Besides that, the changes
are only cosmetic. The title and
in-game text were translated (obviously),
the voices for most of the PokŽmon were changed,
and some of the sound
effects were changed (barely noticeable).
But why are you listening to my
yammer on like this? Scroll down and get to the strategies,
already!! :^)
(Note: all the > and < symbols are reversed when you're facing
left.)
.............................................................................................
DEFINITIONS
===========
+--
tap
,-- tilt
POWER HIT-- any attack that launches an opponent that's over
100%. Most characters have three
or four power hits, usually by
tapping a direction and pushing A, along with a
B attack
(usually) and a throw.
LAUNCH-- a term commonly found in "traditional"
(Capcom or SNK) fighting game strategies,
with a slightly
different meaning in Smash Bros. Here, it is whenever you hit an
opponent so that they go flying really far, sometimes so that there is no
chance of
coming back. If you launch someone upwards, there is the
possibility of you getting
a star finish.
STAR FINISH-- when you
kill an opponent by sending them flying into the foreground or back-
ground leaving them no chance of comeback. Only happens when someone
is launched
and their damage is high (usually over 75% at
least).
CARRYING-- done only by Donkey Kong. This refers to when he holds a
barrel or crate, or when
he walks around while still in his
throw.
HP-- stands for Hit Points. Basically, a life bar that can't be seen.
Used only by Master Hand
CHAIN-- a term used in newer fighting games. This
is where an attack does two or more hits
while the opponent has no
possibility of escaping. Also referred to as "comboing"
JUGGLE-- again, used
in many fighting game strategies. This is where you hit an opponent into
or while they are in the air, then hitting them again while they are
still in midair,
and usually repeated. Similar to chaining, except
the opponent can often still move.
DOUBLE JUMP-- one of your most important
moves. Done by pressing C while in the air. You can
only do
one each time you jump.
AIR JUMP-- a double jump done while you are
falling.
TRIPLE JUMP-- done by pressing ^+B. If done after a double or air
jump, you will get maximum
air. If you miss with this, you
won't be able to to any attacks or jumps until
you touch the
ground. Note that Jigglypuff, Yoshi, and Ness don't have triple
jumps; instead they have extra-high or floaty double jumps. Ness has the
_potential_ to triple jump, but... ah, just read his
section.
COMEBACK-- using double, air, and triple jumps to get back onto the
playing field, usually
after being launched. If you're lucky,
you can grab onto the edge and come back
that way.
CLEAR OUT--
to push enemies out of your way if they're at your front and back. Often
done by
your triple jump attack, but not always.
CROSS-UP-- a
crossup is when you jump over an enemy and attack the back of them while in
the
air.
BOUNCE-- just what it sounds like. When something or
someone :^) ricochets off of something.
FLOAT-- usually referred to when
jumping. The float is how long something hovers in the air.
If
something is "floaty", it has high float time.
STOMP-- an attack, usually a
power hit, that hits straight down and usually sends you
plummeting
down at high speeds.
FLY-- the special double jump done only by Kirby and
Jigglypuff.
PICK-- to attack with many fast, light-damage moves and
gradually increase damage. Also
referred to as "chipping" or
"whittling."
CHARGE-- has two meanings. The first is like "charging up,"
which is used only by DK, Samus,
and Master Hand. The second is
like "charging at" where you rush an opponent.
CRAWL-- when Pikachu's
Thunderjolt bounces up or down a wall and keeps going.
DEEP-- another term
with two meanings, both used in other games. The first is like "a deep
character"-- that means hard to learn, but the training pays off. The
second is "a deep
attack" or "a deep crossup"-- that means to hit an
opponent low and close.
WINDUP-- the time it takes from when you start the
attack to when it does something.
RECOVERY-- usually NOT used to refer to
life regeneration. Instead, this is the time between
when an
attack ends and when you can actually move.
PRIORITY-- the amount of an
attack's ability to cancel out and hit through an opponent's
attack.
CANCEL-- an attack that stops an opponent's attack.
VACUUM-- an
attack that chains hits and draws the opponent nearer, if possible.
CHEAP--
a maneuver that is extremely difficult for the opponent to get out of or an
attack
which does high damage or large chaining without much skill.
Cheap stuff can get you
smashed in real life -.-
GUARD BREAK-- to
attack an enemy that is blocking repeatedly until their shield it gone and
they get stunned.
FIREBALL WAR-- also called a fireball fight.
This is when two characters shoot a bunch of
projectiles at
each other at the same time. The loser is the one with the less
useful projectile.
S.T.-- Sound Test
DOMINATE-- to beat easily or
undisputidly win; to strike an opponent in the buttocks with
one's foot ^_~.
SUCK-- to suck.
If I left out anything glaring, or if you
want a new term invented (like "stomp"-- completely
original), email at
[email protected].
.............................................................................................
CHARACTERS
==========
MARIO
-----
Symbol:
Mushroom
Stage: Mushroom Kingdom
Win Music: s.t.
music 15
Taunt: grows into Super Mario for about three
seconds
Colors: C ^-- It'sa me, Mario!
C >-- I'ma
Wario! I'ma gonna win!
C v-- Yellow shirt, dark red
pants/hat. Fire Mario, perhaps?
C <-- SMB1 Mario! Red
overalls, blue shirt/hat.
Jump float: low
Jump range:
high
Doublejump range:medium
Entrance: a pipe grows out of the
ground, he jumps out, the pipe retracts
Ending Screen: Mario holds a flag
that says "#1" and rainbow-colored words "You are great"
Intro Shot:
him facing off with Kirby
Nickname: The Plumber of Death
Game's
profile: Although best known as the mustachioed plumber who battles the
Turtle Tribe
with his distinct jumping action, this
internationally-famous hero has also
acted as a referee, a
driver, and even a doctor! He's been linked to Princess
Peach of the Mushroom Kingdom for years, but to this day their true
relationship remains a mystery.
Best game (IMHO):Super Mario RPG
(SNES)
Position in game:you
Enemies: DK because they never finished
their fight 15 years ago.
Link because he's stealing his
thunder.
Moves: A-- Punch
(3x) Punch, punch,
kick
>, A-- Spinning low kick
>+A--
Windup punch
v, A-- Trip kick
v+A--
Double spinning trip kick
^, A-- Spinning uppercut
^+A-- Headbutt
(dash) A-- Baseball slide
(air) A-- Low jump kick
(air) >+A-- Spinning frontal jump
kick
(air) ^+A-- Backwards flip
(air) v+A--
Downwards drill kick
(air) <+A-- Backwards lunge kick
B-- Fireball
v+B-- Mario Tornado
^+B-- Super Jump Punch
R, >-- Spinning frontal throw
R, <-- Triple windmill backwards throw
Pros: * Good
jump height
* Excellent combo potential
*
Damaging throw
* Easy-to-time taunt (for the Fighter Stance
bonus in 1P game)
Cons: * Low speed
* Low damage for
individual hits
* Awkward fireball
* No real
stomp attack
* Agonizingly long taunt (for team and
multiplayer fights)
Comments: Mario is the chaining king. The Jump
Punch can do up to 9 hits, and the
Tornado vacuums them in
and does 14 hits, with the last one sending them
flying
into the air and creating the potential for some endless juggles. His
backwards throw is one of the game's coolest. Because his
fireball has a
downward arc to it, it's a good weapon for
keeping people from coming back.
The best advice for Mario
is to stay on the offensive and chain them to
death.
Against: Play defensive. If you have a good stomp attack,
jump over him and use it
as a cross-up attack. This way,
he can't hit you with the Jump Punch, which
arcs forward.
If he gets wise to this, bombard him with projectiles. He
won't win any fireball wars anytime soon except against Link. Also, each of
his specials have a nasty recovery time, so use this to
your advantage.
Vs 1P Mode Teams:Use the Mario Tornado constantly.
Vs Master
Hand: Use the ^+A headbutt move and jumping power hits.
DONKEY
KONG
-----------
Symbol: DK
Stage: Congo Jungle
Win
Music: s.t. music 16
Taunt: shrugs
Colors: C ^--
Brown.
C >-- Brillo Kong! Gray fur.
C v--
Red (bloody?) DK.
C <-- Blue gorillas?? NOW I've seen
EVERYTHING.
Jump float: low
Jump range: medium
Doublejump
range:low
Entrance: busts out of a DK barrel
Ending Screen: shows
two rendered DKs against a palm background with the words "Donkey
Kong"
Intro Shot: fighting Samus
Nickname: Mighty Joe
Kong
Game's profile: Donkey Kong and Mario started out as arch-rivals, but
they've patched things
up in recent years. These days DK
spends his time searching the jungle for
bananas instead
of kidnapping beautiful maidens. In the past few years, other
members of the Kong family have cashed in on DK's fame, including his
favorite nephew, Diddy.
Best game: Donkey Kong Country
64 (N64)
Position in game:Player 1
Enemies: Mario because they still
have a fight to settle.
Moves: A-- Left hook
(2x) One-two punch
>, A-- Lunge punch
>+A-- Slap
v, A-- Trip slap
v+A--
Spinning splits kick
^, A-- Overhead swat
^+A-- Overhead clap
(dash) A-- Lunge kick
(air) A--
Horizontal spin punch
(air) >+A-- Vertical flip punch
(air) ^+A-- Aerial overhead swat
(air) v+A-- Stomp kick
(air) <+A-- Backwards double kick
B-- Giant
punch
v+B-- Hand Slap
^+B-- Spinning
Kong
R, >-- Carrying throw
R, <-- Shoulder
toss
Pros: * Incredible strength
* Carrying ability
* Useful throw
* Cheap (see "useful") v+B
move
* Long limb range
Cons: * Nasty speed
* Large size
* No projectile
* Bad stomp
attack (v+A)
Comments: DK is the strongest character in the game, bar
none. Therefore, you should be
totally offensive. Defense
is futile, because of both his size and the fact
that he
is projectile-free. He has a long range, though. The Giant Punch is
the strongest single attack in the game if fully charged. Anyone
close to 70%
will likely get launched so far off the field
that there will be no chance of
comeback. Repeating hand
slaps is a very cheap way to get some good
protection. An
easy way to beat any enemies you're having trouble with is to
forward-throw them and commit suicide. In a 1P game, this is useful
against Metal Mario.
Against: Bombard him with
projectiles. He will have little way to escape. Another
thing to remember is that all of his power hits have a long windup. If
you're
a quicker character like Pikachu or Falcon, you can
use hit-and-run tactics,
and chip at him constantly.
Vs 1P
Mode Teams:Use the Spinning Kong or normal moves.
Vs Master Hand: Use the
^+A clap and the Giant Punch if you get a second to charge it
up.
LINK
----
Symbol: the Triforce
Stage: Castle
Hyrule
Win Music: s.t. music 17
Taunt: a dainty sword
pose
Colors: C ^-- Kokiri Tunic.
C >-- Goron
Tunic.
C v-- Zora Tunic.
C <-- Yeti Mail,
I think.... from Zelda 1.
Jump float: low
Jump range:
mid-low
Doublejump range:low
Entrance: hovers down in a blue-green
light and draws the Master Sword
Ending Screen: leaning against the pillar
in his stage, shield and sword off, looking away
Intro Shot: playing an
ocarina on top of a cliff
Nickname: Man in Tights
Game's profile:
Link is the valiant boy hero of the "Legend of Zelda" series in which he
fights against the evil Ganon to recover the Triforce. Though
his tools may
change with each adventure, his strength and
righteousness remain constant.
With his trusty sword and a
variety of weapons, he takes adventure head on!
Best game: Zelda 5:
Ocarina of Time (N64)
Position in game:you
Enemies: Mario, because
Link was never as well known... well... until now at least.
Moves:
A-- Vertical arc slash
(x3) Slash, reverse arc slash,
stab
(rapid) Multistab
>, A-- Stronger
vertical arc slash
>+A-- Two-handed vertical arc slash
v, A-- Low horizontal slash
v+A-- Double low
slash
^, A-- Overhead arc slash
^+A--
Triple overhead slash
(dash) A-- Stab
(air) A--
Low jump kick
(air) >+A-- Spinning aerial slash
(air)
^+A-- Upward stab
(air) v+A-- Downward stab
(air)
<+A-- Double aerial back kick
B-- Boomerang
v+B-- Bomb
^+B-- Spin Attack
R,
>-- Frontal kickaway Hookshot throw
R, <-- Reverse
kickaway
Pros: * Excellent stomp attack
* Two
projectiles
* Good clear out
* Strong A
attacks
* Long-range throw
Cons: * Two awkward
projectiles
* Bad air denfense
* Awful jumping
capabilities
* Hokey, hard-to-time taunt
* And
did I mention that he's a bad jumper?
Comments: Link is one of the
weaker characters (the chicks dig him though... go fig :^)
and he has difficulty coming back (low jumps and a bad triple). His clearout
attack (^+B) has high range, damage, and priority though.
His stomp attack
is cool (v+A in midair) and the boomerang
goes pretty far (hey, I thought
only child Link could use
that!?) The bomb has good damage, just watch out
since it
CAN hurt you! His only distinct chain move is ^+A, though. You
should rely on his A attacks mostly if you want to win.
Against:
Link isn't that hard to beat, just watch out for that throw and don't let
him stomp you! Therefore, you may want to use your own
stomp move, since his
best anti-air attack (^,A) comes out
slowly. Don't try this if he's holding a
bomb! No matter
what, stay away from him. His A moves are among the best in
the game (besides the Hand's of course... but then again, I don't even
know
which of his attacks are done by A). He has the
worst-power projectile in the
game, so keep your distance
and whittle away.
Vs 1P Mode Teams:Use your jumping A attacks. Almost all of
them are power hits.
Vs Master Hand: Use the ^+A tri-slash and other A
attacks.
SAMUS
-----
Symbol: the Screw Attack symbol
Stage:
Planet Zebes
Win Music: s.t. music 18
Taunt: statickey
"Ha" with a cool gun pose
Colors: C ^-- Orange and yellow, with a
green eyespace.
C >-- Pink and yellow, blue eyespace.
C v-- Earth Samus! Brown and orange, green eye.
C <-- All green with a red helmet? Where DO you get your fashion tips?!
Ack!
Jump float: long
Jump range: high
Doublejump
range:mid
Entrance: steps out of a teleporter/Save Point
Ending
Screen: "Thank You For Playing" with a giant rendered Samus helmet, and
her face
inside the eyespace 8^¡
Intro Shot: her
fighting DK and blowing him away
Nickname: Boba Fett's Sis (thanks to
[email protected])
Game's profile: Samus Aran is the toughest bounty
hunter in the galaxy. Using a special suit
powered by the
technology of the bird people which allows her to execute
daring acrobatic feats, Samus pursues the airborne life form Metroid
through-
out the universe.
Best game: Super Metroid
(SNES)
Position in game:you
Enemies: Fox because his team is
starting to scare off the Metroids.
Moves: A-- Left jab
(x2) Jab, gun bash
>, A-- Low roundhouse kick
>+A-- Gun stab
v, A-- Trip kick
v+A-- Double trip kick
^, A-- Spinning overhead
semicircular stomp kick
^+A-- Overhead flamethrower
(dash) A-- Shoulder ram
(air) A-- High jump kick
(air) >+A-- Frontal flamethrower
(air) ^+A-- Upward
twirling drill kick
(air) v+A-- Downward spinning gun punch
(air) <+A-- Backward jump kick
B-- Blaster
v+B-- Bomb
^+B-- Screw attack
R, >-- Frontal Grappling Beam throw
R, <-- Backwards
Grappling Beam throw
Pros: * Insane jumping powers
*
Long-range throw
* Excellent projectile
* Good
rolling power
* Powerful juggle attack (^+A, timed right,
does 40+%)
* High speed
Cons: * Weak bomb
* Slow throw
* No stomp attack
* Very
cheap >:^P
Comments: Samus is one of the better fighters. The Screw
Attack (I'll avoid all
puns on that name...) can chain
like crazy. The shot, when fully charged, is
almost as
damaging as DK's Giant Punch. The bomb is weak but can't hit you.
Her throw is long range, but the recovery time is painfully long, as
it is
with her two fire attacks (^+A and >,A in midair).
Her other moves, even her
Smash Attack (>+A, of course),
are quick, and she is one of the highest and
longest
jumpers, which is very important tn Smash Brothers.
Against:
Hmm...to be honest, Samus is a hard opponent. Utilize the block, and roll
behind her while she is still recovering. Take advantage of
her throw's lag
time. Don't do stomp attacks, since she'll
either combo you with the Screw
Attack or blast you with
the flame move (ouch). Don't expect to win any
blaster
fights with her, either, since her shot eats up all others when
charged. Hammering on the buttons can yield promising results :^D.
Vs
1P Mode Teams:Use the Screw Attack or A moves.
Vs Master Hand: Use the ^+A
fire shot and utilize her roll.
YOSHI
-----
Symbol: an egg
Stage:
Yoshi's Island
Win Music: s.t. music 19
Taunt:
does the hidden thing spinning and arm waving from Yoshi's Story
Colors:
C ^-- Green Yoshi.
C >-- Red Yoshi! In SMB, this one
could breathe fire.
C v-- Blue, the flying Yoshi... dang
that would have ruled here...
C <-- Yellow. This one kicked
up dust when it landed. Yawn. Still, okay here.
Jump float: medium
Jump
range: mid
Doublejump range:high
Entrance: hatches from an
egg
Ending Screen: "Yoshi Thanks For Playing" at the top with Yoshi's head
stuck in a giant book
Intro Shot: him and other colors popping out of
some eggs under a giant heart
Nickname: the Fossilizer
Game's
profile: Yoshi is the friendly dinosaur of Yoshi's Island. He began as
Mario's
partner, but has since built his own identity, and
now appears in many games.
He uses his unique ability to
turn whatever he swallows into an egg as his
foremost
attack. Yoshis come in a rainbow of colors and are said to have a
high IQ from a very early age.
Best game: Yoshi's Island
(SNES)
Position in game:you
Enemies: Falcon, because he's so
mysterious and "unhappy"
Pikachu, since Yoshi was mistaken
for a fellow PokŽmon (EGM anyone?)
Moves: A-- Kick
(x2) Double kick
>, A-- Side kick
>+A-- Frontal headbutt
v, A-- Tail swipe
v+A-- Double tail swipe
^, A-- Overhead nose swipe
^+A-- Overhead headbutt
(dash) A-- Charging
headbutt
(air) A-- Low jump kick
(air) >+A--
Spinning aerial headbutt
(air) ^+A-- Overhead tail swipe
(air) v+A-- Treadmill kick
(air) <+A-- Back kick
B-- Egg lay
v+B-- Ground pound
^+B-- Egg toss
R, >-- Frontal slurp-and-burp
R, <-- Over-the-shoulder slurp-and-burp
Pros: * Damaging
attacks
* Quick taunt
* Long-range throw
* High double-jump
Cons: * Bad projectile
* Slow
* No triple jump
* Hard to
learn
Comments: Yoshi is one of the weaker players. You'll need to
rely on his long-range
throw and butt stomp attack,
because he doesn't have a forward-moving projec-
tile. His
A moves are short-range but do good damage. His double-jump is high
but he doesn't have a triple, so don't try it. His B move is good
since it
leaves the opponent completely open, but doesn't
do any damage by itself. Any
opponent caught in an egg
can't be launched or even thrown, so be careful.
--Jason
Ludka had this to say: "Another way to do 999% damage is to take
- Yoshi, put them in an egg, and do the walk on head thing or a
couple smash
- attacks. hehe" (ed. note-- that's a fine
way to do it for awhile, but 999%?
- Sounds like somebody
set that up.....) "And, Yoshi is a cheap player--just
-
put them in an egg on the edge and say bye bye, unless they button mash and
- manage to save themselves." (ed: or if they hold away
from the abyss... in
- any case, this has won me quite a
few Giant DK matches.) "When we play
- free-for-all, Yoshi
and Kirby are banned from egging them off the edge."
-
(ed: Bloody straight.)
--Danno586 said this: "The most
damaging move is Yoshi's jump, down+A, which
- if the
[other] guy is low can do 54%!!!!" (ed: I knew it, but forgot to put
- it down. Thanks for the memory jog.)
Against: Yoshi
isn't too hard, just stay out of the air! His egg attacks are surpris-
ingly powerful. Bombard him with fireballs and charge him head
on. He'll
likely still be reeling from the projectiles.
Don't let him butt-slam you,
either.
Vs 1P Mode Teams:Use
whatever you want except the tongue moves.
Vs Master Hand: Use the midair
v+A treadmill move.
KIRBY
-----
Symbol: a star
Stage:
Dream Land
Win Music: s.t. music 20
Taunt: waves, discards
his ability, and says "Hi!"
Colors: C ^-- Pink Kirby.
C >-- Yellow Kirby! Beam ability, anyone?
C v-- Blue
(Ice) this time. Personally, I liked a different ability better...
C <-- ...like Fire Kirby! Where's that cool (hot?) flaming
hat???
Jump float: mid-low
Jump range: mid-low
Doublejump
range:flying
Entrance: flies in on a star
Ending Screen: flies by
on a star with "Let's Go! Go! Go!" at the top of the screen
Intro Shot:
fighting Mario
Nickname: the Raging Cream Puff
Game's profile: The
8-inch high Kirby hails from a distant, peaceful star. Like his
simplistic appearance, he is an easily-understood character. True to
his
instincts, Kirby eats when he gets hungry and sleeps
as soon as he grows
tired. Nevertheless, Kirby remains a
formidable opponent. In addition to his
distinct flying
and swallowing skills, he also has the ability to copy enemy
attacks for ever-changing action.
Best game: Kirby Superstar
(SNES)
Position in game:Player 1
Enemies: Jigglypuff, who's trying
to copy Kirby's flight and shape
Moves: A-- Punch
(x2) One-two punch
(rapid) Rapid punch
>, A-- Frontal spin kick
>+A-- Lunge kick
v, A-- Low kick
v+A-- Spinning splits kick
^, A-- Overhead arcing back kick
^+A-- Flip kick
(dash) A-- Head slide
(air) A-- Low jumpkick
(air) >+A-- Forward drill kick
(air) ^+A-- Circular flip
(air) v+A-- Downward drill kick
(air) <+A-- Backwards
jump kick
B-- Absorb
v+B-- Stone
^+B-- Cutter
R, >-- Aerial suplex
R, <-- Backwards tomoe
Pros: * Invincibility attack
* Power absorbtion
* Sextuple (or whatever) jump o_O;;
* Quick attacks
* Small size
Cons: *
Long windup
* No good clearout
*
Cheap
Comments: Kirby is one of the best fighters once you get used
to him. His absorbing
move is great against Samus, Falcon,
or Ness. The Cutter is good, and even
acts as a triple
jump after his five or so flying jumps. But the real
strength of the Pillowy One is the stone. An excellent stomp attack, as it
sends you down at high speeds, but even better, it gives
you invincibility
until you press B again.
Against:
Kirby is very susceptable to throws from behind. He doesn't have any
super-
fast clear out attacks, so jump over him and toss
him. He's also easy prey
for stomp attacks. Just make sure
that you don't charge him, since he'll
absorb you. Also,
keep him out of the air! He'll stone-attack you to death.
He's the best comeback player in the game, so throw him to ensure a good
launch.
Vs 1P Mode Teams:Use midair A attacks.
Vs Master
Hand: Use the Rock to your advantage and attack with drilling midair
hits.
FOX
---
Symbol: a winged fox
Stage: Sector Z
Win
Music: s.t. music 21
Taunt: crosses his arms and hmphs at
the crowd
Colors: C ^-- White vest/boots, green pants.
C >-- Orange vest/boots, brown pants.
C v-- Pink
boots, purple vest, violet pants... oooookay...
C <-- Green
vest, black pants, and... blood red boots??
Jump float: low
Jump range:
mid
Doublejump range:mid
Entrance: flies in in the Arwing and
jumps out
Ending Screen: rendered Fox and three Arwings in front of
Corneria
Intro Shot: piloting the Great Fox
Nickname: the Winged
K-9 (thanks to
[email protected])
Game's profile: Following in his dead
father's footsteps as the young leader of the Starfox
team, Fox McCloud's piloting of the super-high performance combat ship
Arwing
for the Lylatian System is still fresh in our
memories. His one weakness may
be his difficulty earning
the trust of his teammates.
Best game: Star Fox (SNES)
Position in
game:you
Enemies: Ness, because he keeps making fart jokes about the
Fox Fire move
Moves: A-- Punch
(x2) 1-2
Punch
(rapid) Lightning Kicks
>, A-- Chest
kick
>+A-- Spinning jump kick
v, A-- Tail
swipe
v+A-- Double split kick
^, A--
Overhead kick
^+A-- Backward flip
(dash) A--
Jump kick
(air) A-- High jump kick
(air) >+A--
Spinning frontal jump kick
(air) ^+A-- Two-hit vertical flip
kick
(air) v+A-- Downwards drill
(air) <+A-- Reverse
splits kick
B-- Blaster Shot
v+B--
Reflector
^+B-- Fire Fox
R, >-- Spinning
forward throw
R, <-- Backward roll throw
Pros: *
Speed
* A cheap blaster move
* Good
jumps
Cons: * No strong moves
* Dumb throw
* Nerve-grinding windups
Comments: Oh boy... There'll be a lot
of players out there poed at me... but honestly,
Fox
sucks. I seriously believe he's worse than Jigglypuff (Then again, Jiggy
isn't really that bad...). His blaster is VERY cheap. His
Reflector move is
near impossible to time right, and the
Fire Fox has a windup that seems like
forever. He has some
good A moves though, like jump+^+A. Kinda cheap though.
--Orie Guo tells me that Fox ain't that bad. I suppose it's all in how you
- play the game. For example, one of my friends always uses
him and wins 4
- times out of 5. Whatever.
Against:
Fox is annoying to play against, simply because of the blaster shot. Stay
in
the air and do stomp attacks, and you'll be fine.
However, make sure the
stomp is fast, or else you're
likely to get vertically tail whipped.
Vs 1P Mode Teams:Use the
Reflector.
Vs Master Hand: Mash the buttons ^_^;;
PIKACHU
-------
Symbol:
a PokŽball
Stage: Saffron City
Win Music: s.t.
music 22
Taunt: stands on his tiptoes, waves, and says "Pika
pi-kahhh!"
Colors: C ^-- Normal yellow Pikachu.
C
>-- Aww... Pikachu's got a red birthday hat!
C v-- How
about a blue hat instead?
C <-- Wierd... green-tinted
Pikachu with a bright green hat.
Jump float: mid-low
Jump range:
mid-high
Doublejump range:mid-high
Entrance: comes out of a tossed
PokŽball
Ending Screen: Shows him in the forest with some other PokŽmon
and "Congragulations" (sp?)
Intro Shot: Riding around on a
PokŽball
Nickname: Sir Concussion (because of the headbutt
action)
Game's profile: Pikachu
Mouse PKMN
Height 1'4"
Weight 13lbs
When several of
these Pokemon gather, their electricity could build and
cause lightning storms.
(Pokedex excerpt)
Best game:
PokŽmon Gold (GB)
Position in game:#25
Enemies: DK, cause he's so
dang big
Jigglypuff, because of the battle for
Pokepopularity
Moves: A-- Headbutt
>, A--
Double kick
>+A-- Electric knife
v, A--
Tail whip
v+A-- Double trip kick
^, A--
Overhead tail whip
^+A-- Tail backflip
(dash)
A-- Lunging headbutt
(air) A-- Jump kick
(air)
>+A-- Forward electric drill
(air) ^+A-- Aerial overhead tail
whip
(air) v+A-- Downward electric drill
(air) <+A--
Reverse jump kick
B-- Thunderjolt
v+B--
Thunder
^+B-- Quick Attack
(x2)
Agility
R, >-- Overhead flip toss
R, <--
Reverse thundershock
Pros: * Speed
* Unique
projectile
* Small size
* Good jumper
* Cool throws
Cons: * Bad defense
* Fairly
low damage
Comments: Pikachu is unique. Many of his A attacks are
electric. His B move is the only
move in the game that
crawls. His triple jump is superb, and can become a
quadruple jump if you press > or < right the split-second that it ends. The
Thunder attack is a good clear-out attack, expecially from
below.
Against: Go absolutely offensive. Pikachu has little that he
can do if hammered
quickly, and he takes damage badly. If
he sets you up for a Thunder attack,
stomp him and
continue to kick him around. At about 80% a power hit will
launch him for good.
Vs 1P Mode Teams:Use anything but the Thunderjolt.
Vs
Master Hand: Use A attacks and Thunder.
LUIGI
=====
Symbol: a
mushroom
Stage: Peach's Castle
Win Music: s.t. music
15
Taunt: scuffs his heal. Poor guy.
Colors: C ^-- Good
ol' green and royal blue Luigi.
C >-- Fire Luigi! Hopefully
those are just yellow gloves.....
C v-- Aquatic Luigi....
aqua and blue. Not bad.
C <-- Um... Pink Luigi. I could say
something else, but it's not very nice...
Jump float: mid
Jump range:
high
Doublejump range:mid-high
Entrance: Jumps out of a
pipe
Ending Screen: Back-to-back with Mario and the rainbow-colored
"Smaaaaaash" (:^.)
Intro Shot: none
Nickname: The Mean Green
Jumping Machine
Game's profile: Though often hidden in his older brother
Mario's shadow, Luigi is, in
reality, very popular. Taller
than Mario, Luigi also jumps higher. Although
he didn't
appear in Super Mario 64, in Mario Kart 64 he performed to the best
of his ability. For one who always seems to be in the background,
he has many
fans who eagerly await his appearance.
Best
game: Super Mario Brothers 3 (NES)
Position in game:Player 2
Enemies:
Mario, since he never lets him get any attention
Moves:
A-- Punch
(x3) Punch punch kick combo
>, A-- Low roundhouse kick
>+A-- Windup punch
v, A-- Low kick
v+A-- Double trip kick
^, A-- Spinning uppercut
^+A-- Upward headbutt
(dash) A-- Multihit flail
(air) A-- Low jumpkick
(air) >+A-- Forward spinning jump kick
(air) ^+A--
Backwards flip
(air) v+A-- Downward drill
(air) <+A--
Reverse jump kick
B-- Fireball
v+B--
Luigi Tornado
^+B-- Super Jump Punch
R,
>-- Spinning forward throw
R, <-- Triple spinning backward
throw
Pros: * flaming Jump Punch
* high jumping
* high power
Cons: * low speed
* little
chaining
* too similar to Mario
Comments: I won't tell
you that Luigi is better than Mario, since, in my style of
playing, he isn't. If power's more your style, though, he's your man. His
moves are almost identical at first glance, but if you use
them a few times,
you'll notice the changes. His fireball
(mucusball?) goes straight instead of
down. His Tornado
can't combo more than twice, but is a power hit. The jump
punch, when done deep, sends an opponent flying and sets them on fire, eg.
Ken's Dragon Punch.
Against: Use basically the same
strategy you did with Mario. Don't let him get close,
because an experienced player will Jump Punch the living crap out of you.
Vs
1P Mode Teams:Use the Luigi Tornado.
Vs Master Hand: Use the Jump Punch
when you're very close.
JIGGLYPUFF
==========
Symbol: a
PokŽball
Stage: Saffron City
Win Music: s.t. music 22
Taunt:
rolls around and says "Jigglypuff!!!"
Colors: C ^--
Normal pink Jiggles.
C >-- Hmm... a she! Red bow on old
Puffy.
C v-- How 'bout a blue bow?
C <--
...or green?
Jump float: mid-low
Jump range: mid
Doublejump
range:flying
Entrance: pops out of a PokŽball ("Jigglypuff, I choose
you!" ....who'd do that??!!!)
Ending Screen: Two Jigglypuffs playing with
some balloons in front of a spraypainted wall
Intro Shot:
none
Nickname: Puffy/Jiggles/Jiggy/Cheesilypoof
Game's profile: The
Balloon PKMN with the big, round eyes. It sings a soothing melody, send-
ing those who hear it to sleep. As a Balloon PKMN, its body is
light, weak,
and easy to knock away.
Best game:
PokŽmon Gold (GB)
Position in game:#39
Enemies: Kirby, since he is
too much like her
Pikachu, since he is the more popular
PokŽmon
Moves: A-- Jab
(x2) 1-2 punch
>, A-- Spinning roundhouse
>+A-- Lunging low
kick
v, A-- Shin kick
v+A-- Splits kick
^, A-- Reverse overhead axe kick
^+A--
Upward headbutt
(dash) A-- Lunging headbutt
(air)
A-- Low jumpkick
(air) >+A-- Double frontal jump kick
(air) ^+A-- Overhead slap
(air) v+A-- Downward drill
(air) <+A-- Reverse jump kick
B-- Pound
v+B-- Rest
^+B-- Sing
R, >--
Upward twirl throw
R, <-- Reverse bounce
Pros: *
Flying ability
* Sing attack
* Two B power
hits
* Huge, cute eyes :^P
Cons: * Weak
* No triple
* No projectile
Comments: Jigglypuff is
severely underappreciated. Abuse her Singing power like there's
no tomorrow! If someone gets caught in it, get really close and use
Rest, or
Pound if they're at a low damage percentage. The
best advice for her is to
play defensively and utilize the
singing. The Rest attack is a very easy
launcher if you
can somehow get it to connect.
Against: Go insane and throw
everything you've got at her. All her specials have
horrible recovery time, so time your attacks right and you'll be alright.
Vs
1P Mode Teams:Use jumping A attacks.
Vs Master Hand: Use Pound and jumping
A attacks.
CAPTAIN FALCON
==============
Symbol: a falcon
Stage:
none
Win Music: s.t. music 23
Taunt: salutes and
says "Show me ya moves!" ('_';;)
Colors: C ^-- Blue and red
Falcon.
C >-- Gray. Much more fitting.
C
v-- Blood Falcon! Red on purple.
C <-- *blinks* White on
pink! G'yaah!
Jump float: low
Jump range: high
Doublejump
range:mid
Entrance: jumps out of the Blue Falcon and it drives
off
Ending Screen: in a comic strip, says "Thank you for playing. Yes. I
am Number One!"
Intro Shot: none
Nickname: The Blur
Game's
profile: A regular pilot in the great galactic race F-ZERO Grand Prix,
Captain Falcon
is skilled at collecting prize money. Much
about his past remains hidden in
shadow, but it's clear
that many a villain hold a powerful grudge against
him.
Best game: F-Zero X (N64)
Position in game:#7
Enemies:
Samurai Goroh and Black Shadow, but they ain't here
Moves: A--
Jab
(x3) Punch, punch, knee combo
(rapid) Rapid
punch
>, A-- Kick
>+A-- Fire kick
v, A-- Low kick
v+A-- Sweep kick
^, A-- Axe kick
^+A-- Uppercut
(dash) A--
Shoulder ram
(air) A-- Jump kick
(air) >+A--
Double jump kick
(air) ^+A-- Flip
(air) v+A--
Downwards thrust kick
(air) <+A-- Reverse punch
B-- Falcon Punch
v+B-- Falcon Kick
^+B-- Falkon Dive
R, >-- slam
R, <--
backwards kick throw
Pros: * FAST!
* Good jumper
* Powerful B move
* Cool
Cons: * Long
recovery
* Long windup
* No
projectile
Comments: Falcon satisfies the need for speed. His dash is
increadibly fast, as are his
jumps. He has a good anti-air
attack (^+B), a good ramming attack (v+B), and
two strong
frontal hits (B and >+A). The Falcon Punch is right up there with
Samus's Blaster launch-wise, but it has hideous wind-up and recovery
delays.
Time your Falcon Kicks right (midair, usually) and
finish them off with one
solid punch.
Against:
Keep him at bay with projectiles and guard items. Most of all, stay away! If
you catch him trying a Falcon Punch, stomp him. Otherwise,
utilize the roll
and fireball him to death.
Vs 1P Mode
Teams:Use the Falcon Kick and Dive.
Vs Master Hand: Use Falcon Punches and
>+A.
NESS
====
Symbol: the earth
Stage: none
Win
Music: s.t. music 24
Taunt: bows and says "OK" (sounds like
"hobnob".... nice accent! ^_^;;;)
Colors: C ^-- Classic Ness....
red, purple, and yellow.
C >-- Cool.... Charlie Brown!
Yellow and black.
C v-- Purple and blue. Doesn't look bad,
actually.
C <-- Orange and green. Burns the eyes a little,
y'know?
Jump float: high
Jump range: mid-low
Doublejump
range:mid-low
Entrance: blasts in with PK Teleport
Ending Screen:
an Earthbound scene with him saying "You did it" with Paula, Jeff, and
Poo
Intro Shot: none
Nickname: Psycho
Game's profile: Ness was
a seemingly-average kid from Onett, but in truth, he was destined
for much more. When a strange meteor landed near his hometown, the
little boy
with psychic powers set out to save the world.
Little has been said of Ness's
character, and much remains
hidden.
Best game: Earthbound (SNES)
Position in game:your first
character
Enemies: Giygas, but he/it ain't here
Moves: A--
punch
(x3) punch punch kick combo
>,
A-- Kick
>+A-- Home run
v, A-- Ground
kick
v+A-- Horizontal yo-yo
^, A-- Upward
shove
^+A-- Vertical yo-yo
(dash) A-- shove
(air) A-- Two-foot jump kick
(air) >+A-- Aerial
shove
(air) ^+A-- Aerial upward headbutt
(air) v+A--
Stomp kick
(air) <+A-- Reverse kick
B-- PK
Fire
v+B-- PSI Magnet
^+B-- PK Thunder
R, >-- forward PK toss
R, <-- reverse PK
toss
Pros: * Good specials
* Unpredictable jump
* Strong A attacks
* Built-in life recovery
Cons:
* Slow
* Awkward triple
* Very hard
to learn
Comments: Ness is for pros only, but once you get good, you
can dominate with him. PK
Fire (if you didn't know, PK
stands for psychokinetic) is an excellent
chainer. His
throw has long range, and his jump is extremely floaty. However,
his triple jump is hard to pull off. PK Thunder can be controlled
with the
stick for awhile after you push ^+B. You need to
move the thunder ball under-
neath him and blast him in the
cheeks, which sends him flying upward. PK
Magnet, if you
can time it to absorb projectiles, actually recovers your
life percentage! Also, all of his tap+A attacks are strong, and >+A can
reflect projectiles, timed right.
--Orie Guo
(
[email protected]) reminded me that if you slam into Ness
- with a PK Thunder and he hits someone, it does 30%. Sweet.
Against:
Use deep stomp attacks to lead with, then smash him while he's on
the floor.
Cross-ups also work well, as do any items. Play
defensively mostly, since
he has some very good defending
attacks.
Vs 1P Mode Teams:Use tap+A attacks.
Vs Master Hand: Use PK Fire
and tap+A
attacks.
.............................................................................................
ITEMS
=====
BEAM
SWORD
Origin: Kirby's Dreamland 2 (GB)
A very good up-close-and-personal
waepon with a strong Smash attack and good range.
BOB-OMB
Origin: Super
Mario Bros. 2 (NES)
Very strong. If you leave it on the ground more than
five seconds, it will walk around and
explode on contact. In any case, it
is one of the strongest weapons.
BUMPER
Origin: Kirby's Pinball Land (SNES,
GB)
Annoying. If you hit it, you'll get bumped like you took a middle-power
hit, but only get 1%
damage. If you hit someone, it usually ricochets off
and hits you as well.
FAN
Origin: Super Mario RPG (SNES)
Another annoying
one. Incapable of power hits, but very fast.
FIRE FLOWER
Origin: Super
Mario Bros. (NES)
Used to breathe fire. If you can trap someone in the
corner, it can do up to 60 hits before it
runs out.
GREEN SHELL
Origin:
Mario Bros. (Arcade, NES, Atari)
A good throwing weapon with medium damage.
Can be used over and over.
HAMMER
Origin: Donkey Kong (Arcade, NES,
Atari)
The second strongest weapon in the game. Once you get it, you
continually smash around for 15
seconds. Be careful though, since you are
limited to to only one jump.
HEART CONTAINER
Origin: Legend of Zelda
(NES)
This recovers ALL of your life..... up to 999%.
HOME RUN BAT
Origin:
Earthbound (SNES)
THE strongest item! Use a Smash attack with it and they
will be irrecoverably launched, even
at 0%!!!
MAXIM TOMATO
Origin: Kirby's
Dream Land (GB)
Takes 100% off of your damage meter.
MOTION SENSOR
BOMB
Origin: F-Zero (SNES)
Once you toss it, it sticks to whatever surface
it touches first. If anyone gets close to it,
they get blasted with just
slightly less force than the Bob-omb.
POKƒ BALL
Origin: PokŽmon (GB)
Toss
it and a random PokŽmon pops out.
Onix: Rock Slide
Chansey:
Softboiled
Koffing: Smog
Meowth: Pay Day
Mew: Teleport
Goldeen:
Splash
Charizard: Fire Spin
Blastoise: Hydro Pump
Hitmonlee: Jump
Kick
Snorlax: Body Slam
Starmie: Swift
Clefairy: Metronome
RAY GUN
Origin:
Starfox 64 (N64)
Origin: (suggested by
[email protected]) Earthbound
(SNES). Either would work I suppose.
The same as Fox's blaster, but faster
and stronger. Has 16 shots.
RED SHELL
Origin: Super Mario Bros. (NES)
Very,
very hard to use well. Throw it and it runs around on the ground level,
seeking out its
prey and homing in. Almost always nails you as soon as you
throw it.
STAR
Origin: Super Mario Bros. (NES)
Makes you invincible for
about 10 seconds.
STAR ROD
Origin: Kirby's Adventure (NES)
Like a shorter,
weaker Beam Sword, but can fire stars if you do a Smash
attack.
Carriers
--------
CRATE
Origin: Donkey Kong Country (SNES)
Has up
to three items inside.
BARREL
Origin: Donkey Kong (Arcade, NES, Atari)
Has
one item, but once thrown, rolls around until it hits somebody or falls off
the side.
CHANSEY EGG
Origin: PokŽmon (GB)
Has one item inside, but can be
carried by anyone. Appears when a Chansey does or randomly on
Yoshi's
Island or Dreamland.
CAPSULE
Origin: Dr. Mario (???) (NES, GB,
SNES)
Origin: (suggested by
[email protected]) Pokemon (GB). Hmmmm.....
maybe.
Has one item inside, can be carried by
everyone.
.............................................................................................
STAGES
======
Peach's
Castle -- Mario and Luigi's stage
--------------
Three platforms here. The
one in the middle is very small. The one just below it slides
horizontally
from left to right. The easiest way to get killes here is to throw them off
when
its at its farthest to one side and blast them a few times. The top
platform can be dropped
through. If you use a power hit from here, they'll
likely bounce back on to solid ground by
ricocheting off of one of the
slanted triangular blocks in midair. In the air is a bumper that
can mess
you up while you're jumping.
Congo Jungle -- DK's
stage
------------
Surprisingly small. The bottom platform is slanted on the
sides, which can mess up projectiles
and long-range throws. On either side
there are two small platforms in the air that are
slanted in the opposite
angle of their lower brethren. In the middle are two flat platforms
that
circle around in an oblong pattern. Under the big lowest platform is a
barrel that goes
from side to side. This may very well be your savior if
you get knocked off prematurely. A
small note: if the screen gets really
hectic and you do a comeback attack from the lowest
level right at one of
the slants, you might fall through. This glitch is VERY rare, though,
and
so far has only happened to Giant DK himself.
Hyrule Castle -- Link's
stage
-------------
Fairly large. The main area is flat and long, great for
runners like Samus and Falcon. Above
that in the center are three small
platforms. These are best for surprise stomps. On the left
side is a small,
slanted extension of the main one which is the best place to throw people
from. On the right end is a lower, flatter extension that has a small (for
the lack of a
better word) room. Very small. This place is annoying and is
best avoided, since it disrupts
most attacks and often blocks the more
level throws. Every once in awhile, a tornado will pop
up. Avoid it, since
it often star-finishes anyone at a high percentage.
Planet Zebes -- Samus's
stage (also used to fight Falcon)
------------
Annoying to the extreme! The
lower level is very bumpy and messes up any projectiles. There
are three
medium-sized platforms above it, two slanted, the top one flat. To the right
is a
very small vertically-moving platform where items usually appear. The
acid, however, is the
worst part of the stage. Unless you "accidentally"
jump over the edge with invincibility or
Kirby's Stone, you can't fall to
your death. The acid sends you flying upwards and may very
well save you,
just be careful since it will star-finish anyone over 75%. Once in awhile it
will rise up. Once it envelops the lowest parts of the main turf, it will
recede, only to rise
up to the next-highest platform, then repeat until it
engulfs all but the highest ground.
After that it'll leave you alone for
awhile.
Yoshi's Island -- Yoshi's Stage
--------------
The smallest stage
with no real threats. The main area has a slight slant in the shape of a V,
with no flat land. Above it are three more small platforms similar to on
Zebes. On the left
and right of the stage are clouds that only stay solid
for five seconds, then fade away for
awhile. On the left there's one, on
the right there's two. These very frequently save you from
certain
disaster. The one of the far right is within a single jump's range of the
stage border
(which kills you) so be careful.
Dreamland -- Kirby's stage
(also used to fight Ness)
---------
Perfectly flat, medium-sized middle
platform with three smaller, flat platforms above, one on
each side and
another higher and in the middle. Fairly nondescript layout, except for the
famous Whispy Woods tree from like every Kirby game. Once in awhile it will
blow a gust of
wind in one direction. It doesn't affect the fight
much.
Sector Z -- Fox's stage
--------
Large. Consists of one long platform
and a smaller one below and to the right that makes up
the Great Fox's
engine. The slants are small sometimes, extreme others, but are always
sporadic (sp?). Under the "tailfin" is a little area where corner traps are
common. The main
thing about this stage is the fact that the remaining
members of the Starfox team commonly
fly by and use you for target
practice! Stay away from them and you'll be fine. Also,
something trivial
that I've noticed is that it takes a little longer to die once you fall down
off the side. A minor thing, but might mess up end-of-the-match taunts in
1P.
Saffron City -- Pikachu and Jigglypuff's stage
------------
The most
complex stage, for sure. There are six (count 'em) platforms here. On the
far left is
a vertically-moving, low, slanted one. To its right is a very
small, also low building top.
Right of that is a higher, flat moving one
similar to the first. After that is the main area.
It has a small slant in
the middle. Next to that is a small garage-type area where you can
stand on
the roof of it, constituting platform five. To its right is another building
top.
The main hazard here is the wild PokŽmon that pop out of the
garage-thing from time to time.
Stay away from here as much as
possible.
Mushroom Kingdom
----------------
This hidden stage is very
interesting. The best way to describe its layout would be to map it,
so
without further ado....
! ....... !
_______P_
. -------
. ! . -------
---- ----
___________
______________P____________
| |
|
|
D |
| |
This map is
very crude, but shows the general layout. The _ underlines are platforms
that you
can't pass through, while the - dashes are ones you can. The two
platforms connected by .
periods operate on the see-saw basis, and if one
gets heavier, down it goes. The P's are pipes
that you can go through by
pressing down to warp to another. Just pray that you don't come out
the D
"dropoff" pipe, which spits you right into the abyss! This area, you might
notice, is
the only pit in the thing. If you walk too far off either side,
you die. The ! exclamation
points, finally, are possible locations of the
POW block. Hit it and everyone on the ground
get launched straight up. Also
note that, periodially, piranha plants pop out of the pipes.
Metal Mario's
stage
-------------------
Not much going on here. One medium-sized, slightly
bumpy main area and a small upper platform.
No obstacles.
Fighting Polygon
stage
----------------------
Again, a fairly nondescript stage. It has a
very similar layout to Dreamland, but a smaller
main platform and no
wind.
Master Hand's stage
-------------------
A single large platform.
Awesome background
though.
.............................................................................................
POKƒMON
=======
Charmander
Source: Saffron City
Attack: Fire Blast
Sound:
"Charmander!!!"
Similar to the fire flower, but slightly more lethal.
Electrode
Source: Saffron City
Attack: Selfdestruct
Sound: bing, bing,
bing..... BOOM!
Similar to the Bob-omb, but easier to avoid.
Venusaur
Source: Saffron City
Attack: Razor Leaf
Sound: "Veeee-nusaur!"
A
quick volley of projectiles. Not too deadly, but easy jugglers.
Porygon
Source: Saffron City
Attack: Tackle
Sound: "Barkley!" (???)
A
simple jutting attack that does good damage.
Chansey
Source:
either
Attack: Softboiled
Sound: "Chansey!" (duh)
Pops out 1-3 Chansey
eggs that contain items.
Onix
Source: PokŽball
Attack: Rock
Slide
Sound: "Grwaoooorrrrr!!!"
Drops boulders from the ceiling in the
immediate vicinity. Not damaging, but annoying
nonetheless.
Koffing
Source: PokŽball
Attack: Smog
Sound: "Koffing!" (you knew
that....)
Blasts smoke out in a 360¡ circle. Vacuums a little, very
annoying.
Meowth
Source: PokŽball
Attack: Pay Day
Sound: none,
strangely enough
Similar to Koffing, but slightly harder to connect. Shoots
coins out.
Mew
Source: PokŽball
Attack: Teleport
Sound: "Meew!"
(cute)
Comes out and does absolutely nothing but fly away harmlessly :^(
Goldeen
Source: PokŽball
Attack: Splash
Sound: "Goldeen goldeen,
goldeen goldeen."
Just flops around doing nothing.... strange, I thought
only Magikarp used Splash?
Charizard
Source: PokŽball
Attack: Fire
Spin
Sound: "Chaaaaaaaar!!"
Not really Fire Spin, but close enough....
shoots flames out in two directions. Great protection.
Blastoise
Source: PokŽball
Attack: Hydro Pump
Sound: "Blastoise!" (sounds
robotic)
Shoots water straight forward. Not great, not bad.
Snorlax
Source: PokŽball
Attack: Growth, then Body Slam
Sound: "Snorlax",
then on the way down, "Zzzzzz.... lax....."
Fairly viscious.... flies up,
then comes back down huge.
Hitmonlee
Source: PokŽball
Attack: Jump
Kick
Sound: "Heimlech.... leeleeleelee!!" (????)
Attacks with a single
power hit. Fairly strong.
Starmie
Source: PokŽball
Attack:
Swift
Sound: "Ryu!" (uh, wrong evolution, bud)
Comes out, locks on to
someone, and shoots multiple times. Great shield breaker.
Clefairy
Source: PokŽball
Attack: Metronome or possibly Mimic
Sound:
"Clefairy!" (very cute)
Mimics another PokŽmon's
attack.
.............................................................................................
SECRETS
=======
Jigglypuff
----------
Beat
the game on any difficulty, with any stock, and in any amount of time. Quite
easy, quite.
In order to play her or any other hidden character, though,
you need to smite them in a one-
on-one, single stock battle. Not
hard.
Captain Falcon
--------------
Beat the game under 20 minutes with any
stock and any difficulty. Try to intentionally lose
the bonus rounds as
quickly as possible. You'll fight him if you get the "Speed King" or
"Speed
Demon" bonus after you beat Master Hand. Try using DK.
Ness
----
Beat the
game on Normal difficulty with only three lives.... and NO continuing! Try
using
Mario, Pikachu, or Samus.
Luigi
-----
Beat the Bonus 1 Practice
challenge with all 8 original characters. (More strategy on that in
the
future, IF I get enough feedback asking for it *wink, wink*.) If you lose to
him, beat a
Bonus 1 stage again to re-fight.
Mew in the
PokŽballs
--------------------
Just unlock the four hidden characters.
Get
the Mushroom Kingdom arena
------------------------------
Beat the game with
all twelve characters. After that, if you haven't played in all the arenas
in Vs. mode, do so now.
Sound Test
----------
Beat both Bonus practices
with ALL 12 characters. (see my note for Luigi) The Sound Test menu
shows
up in the Data screen.
Item Switch
-----------
Possibly, either fight 50
Vs. matches or get each of the eight original characters' KO stats
up to
100.... not sure. In any case, the menu appears under Vs. Options.
Infinite
Damage
---------------
Hmm.... not really a secret, but oh well. Best done
in Sector Z, but can also be done in
Hyrule Castle or Saffron City. Use a
character with a rapid-hit A move (Link, Kirby, Fox,
Pikachu, or Falcon, or
might be possible with the fan too). Trap your opponent against the
wall
and let 'er rip! They're trapped until they get to a very high percentage,
then just use
a medium-strength hit to finish them! Very, very, VERY cheap.
With Pikachu, I actually got
someone up to
999%!
.............................................................................................
ONE-PLAYER
GAME WALKTHRU
========================
Stage 1: LINK
-------- ----
Link is
easy, even on Normal. Just hammer on him and toss him over the left edge. If
you have
trouble, read his character section. If you kill him by having him
tossed into the air by a
tornado, you get the Tornado Clear bonus.
Stage
2: YOSHI TEAM (vs.18)
-------- ----------
Easier. Each of the Yoshis take
one solid hit and they're dead. If you kill them in the order
they appear,
you get the Yoshi Rainbow bonus (pretty hard).
Stage 3: FOX
McCLOUD
-------- -----------
Not as easy as the last two, thanks to the
computer's timing. Basically just stomp him around
and toss him off the
side of the ship. If the Arwing's lasers kill your opponent, you get
the
ARWING Clear bonus.
Bonus 1: Break the Targets!
--------
------------------
Everyone has a different course here, but they all focus
on hitting all the targets. The
hardest ones are Link's, Yoshi's, and
Ness's. For Link's, there's one in the top left half of
the screen that you
have to hit with a bomb thrown upward. In Yoshi's, take advantage of his
egg throws and air jump. In Ness's, use PK Thunder a lot.
In each of them,
learn your character's jumping abilities and remember that most >+A Smash
attacks can go through walls. Pausing gives you a map of the whole level.
You'll only win this
if you know your character's moves by heart.
The one
easy part in this and all the other bonus stages is that you do NOT have to
finish it
(thank God!). If you do finish it, however, you'll get the
Perfect bonus.
Stage 4: MARIO BROTHERS (you + CPU vs. Mario and
Luigi)
-------- --------------
This is actually pretty hard. Your helper is
pretty stupid, so you'll need to take matters
into your own hands.
Basically, beat on one, throw him from the lowest platform, and double-
team
the remaining plumr. If you get your helper through the stage, you get the
Good Friend
bonus; if you finish without any damage to your partner, you
get the True Friend bonus.
Stage 5: PIKACHU
-------- -------
Much easier
than before. Just knock him around until he dies, it's not that hard. If a
PokŽmon
from the door kills him, you get the PokŽmon Finish bonus.
Stage
6: GIANT DK (you and two CPU players vs. DK)
-------- --------
Hard. Items
are important here. Wear him up to 300% or so and throw him. If you can get
through this stage with both helpers alive, you get the DK Defender bonus.
If you can somehow,
someway, and God knows why clear it with neither
partner having any damage, you get the
whopping DK Perfect bonus for 50,000
points.
Bonus 2: Board the Platforms!
--------
--------------------
Another personallized course. Plenty of difficulty
here. For Pikachu's, use the double Quick
Attack to get past the spikes.
For Ness, slam yourself in the backside with PK Thunder. For
Samus's,
remember that the roll can go through bumpers and to time your jumps
perfectly. All
the rest are basically common sense. If you get all the
platforms, you will, again, get the
Perfect bonus.
Stage 7: KIRBY TEAM
(vs.8)
-------- ----------
Similar to the Yoshi Team stage, except each
Kirby has a different persona mimiced. Use your
best power hits and throws
to finish them quickly. If you beat them in the order they appear
(Mario,
DK, Link, Samus, Yoshi, Fox, Pikachu, Kirby/hidden char.), then you get the
Kirby
Ranks bonus.
Stage 8: SAMUS ARAN
-------- ----------
The hardest 1P
fight by far. Be offensive and follow the advice givel in her section. She
often falls prey to the acid, so keep her off the top platform. Unless
you're Fox, don't try
to go into a firefight and hope to win.
Stage 9:
METAL MARIO
-------- -----------
Another hard one. Wear him to 300-400% and
use your strongest power hit on him while he's near
the edge. Since he's
metal, he'll walk through almost all attacks unphased. Bob-ombs, bats,
and
hammers are very helpful here.
Bonus 3: Race to the Finish!
--------
-------------------
Very, VERY easy. This one isn't specially fitted.
You'll need to clear it in 30 seconds,
though, or you lose. Jump over the
Fighting Polygons and the rolling bombs, and use good
judgement to get past
the bumpers, including rolling as a technique in your arsenal. If you
finish
without getting hit by anything, you get the No Damage bonus.
Stage 10:
FIGHTING POLYGON TEAM (vs.30)!!!
--------- ---------------------
Easier
than the other Team stages. Each of the polygons is very, very weak. One
medium-
strength hit should finish each of them.
Final Stage: MASTER
HAND
------------ -----------
Hard if you don't have a set strategy. In
general, jumping A and ^+A attacks work well. If
he points his fingers at
you like a gun with sparkles on the end, block. He's about to fire
at you.
If he blasts off of the screen, roll to the left end of the platform so you
don't get
drilled. Most of his other attacks are safe to block, except the
horizontal punch. Wear off
his 300 HP and you've beaten the
game.
Challenge match: JIGGLYPUFF
---------------- ----------
Very, very
easy. Just toss her around a little, and finish her with a power
hit.
Challenge match: CAPTAIN FALCON
---------------- --------------
A
little harder. Beat him using the strategy in his character
section.
Challenge match: NESS
---------------- ----
Again, follow the
procedure in his
section.
.............................................................................................
MUSIC
REVIEW
============
S.T. NUMBER: 1
USAGE: The intro
ORIGIN:
original
COMMENTS: Kind of cool in the mid-beginning, but otherwise,
fairly standard as far as game
goes. The fact that it's MIDI
and not digital is very, very apparent.
RATING: **** (out of 7)
S.T.
NUMBER: 2
USAGE: In the demo
ORIGIN: original
COMMENTS: Simple
bassey tune. A little catchy, but very simple.
RATING: ****
S.T.
NUMBER: 3
USAGE: the menus
ORIGIN: original
COMMENTS: Quiet. A
jingle, basically.
RATING: *
S.T. NUMBER: 4
USAGE: deeper into
the menus
ORIGIN: original
COMMENTS: No better than 3.
RATING:
*
S.T. NUMBER: 5
USAGE: Peach's Castle
ORIGIN: Outdoors in
countless Mario games, basically Mario's theme song
COMMENTS: Nice and
catchy, as the original was. Basically, a Jamaican-style Mario Brothers
theme. Simple sounds though.
RATING: ****
S.T. NUMBER:
6
USAGE: Congo Jungle
ORIGIN: various early jungle levels in
Donkey Kong Country
COMMENTS: I don't know why I like this.... but I do.
Nice rhythm and I love the bass solo
a little while in. The
second half isn't as good, but more moody.
RATING: ******
S.T. NUMBER:
7
USAGE: Hyrule Castle
ORIGIN: the overworld of the first four
Zelda games, slightly modified each time
COMMENTS: Too "heroic" for my
liking.... sorry. It's very catchy, though. I pity you if you
aren't familiar with this.....
RATING: ***
S.T. NUMBER: 8
USAGE:
Planet Zebes
ORIGIN: the Brinstar music in the first Metroid
COMMENTS:
I haven't played much of the first Metroid game, but I can tell you that
this is
a great upgrade.... catchy and
well-orchastrated.
RATING: *******
S.T. NUMBER: 9
USAGE: Yoshi's
Island
ORIGIN: certain levels in Yoshi's Story
COMMENTS: I like this
version a lot better than the YS version, but I wish they'd give SMW2
a little more attention.... it was a LOT better than its sequel
YS.
RATING: *****
S.T. NUMBER: 10
USAGE: Dreamland
ORIGIN:
Gourmet Race in Kirby Superstar
COMMENTS: I've been waiting for some KSS
music upgrades! Extremely catchy, and kinda
complex.
RATING:
*******
S.T. NUMBER: 11
USAGE: Sector Z
ORIGIN: mission
intro music from Starfox 64
COMMENTS: Ack.... boring! Sorry, it's not my
cup of tea. Now, if they would have put in
some SF1 music in
here....
RATING: **
S.T. NUMBER: 12
USAGE: Saffron City
ORIGIN:
the main theme of PokŽmon, in the anime show's version
COMMENTS:
Heh.... what can I say? I love all things PokŽmon, and this is no
exception.
RATING: ******
S.T. NUMBER: 13
USAGE: Mushroom
Kingdom
ORIGIN: SMB1.... exactly!
COMMENTS: Wow! Talk about
nostalgia. This is an exact replica of the "beep, beep, boop"
Mario Brothers 1 music!
RATING: *****
S.T. NUMBER: 14
USAGE:
less than 30" left in Mushroom Kingdom
ORIGIN: SMB1
COMMENTS:
Hehehe.... they really went to some lengths to recreate the feel didn't
they?
Guess Miyamoto-san's still got a soft spot for his early
creations.
RATING: *****
S.T. NUMBER: 15
USAGE: Mario or Luigi's
winning music
ORIGIN: getting the flag up in Mario 1
COMMENTS:
Hmm.... not much to say here.... kinda overenthusiastic.
RATING:
**
S.T. NUMBER: 16
USAGE: DK victory
ORIGIN: Beating a boss in
Donkey Kong Country
COMMENTS: This thing's actually missing two notes....
wierd, eh?
RATING: ****
S.T. NUMBER: 17
USAGE: Link
victory
ORIGIN: a spinoff of the classic Zelda theme
COMMENTS:
Hmm.... no problems here.
RATING: ***
S.T. NUMBER: 18
USAGE:
Samus victory
ORIGIN: Getting an upgrade in any Metroid game
COMMENTS:
A little unfitting, but I guess it was the best they could do.
RATING:
**
S.T. NUMBER: 19
USAGE: Yoshi victory
ORIGIN: Beating a
level in Yoshi's Story
COMMENTS: Ack! Whistles! Happiness! .....
*grin*
RATING: **
S.T. NUMBER: 20
USAGE: Kirby victory
ORIGIN:
Beating a level in most traditional Kirby games
COMMENTS: Hits the
wrong notes, at least in my ears.
RATING: **
S.T. NUMBER: 21
USAGE:
Fox victory
ORIGIN: Beating a level in SF64
COMMENTS: none
:^)
RATING: ****
S.T. NUMBER: 22
USAGE: Pikachu or Jiggles
victory
ORIGIN: spinoff of the PokŽmon theme
COMMENTS:
*yawn*
RATING: ***
S.T. NUMBER: 23
USAGE: Falcon victory
ORIGIN:
Beating a track in F-Zero X
COMMENTS: All right! I've been waiting
for this thing!
RATING: *****
S.T. NUMBER: 24
USAGE: Ness
victory
ORIGIN: the last part of the Sound Stone's melody in
Earthbound
COMMENTS: Thanks to Scott Zdankiewicz at
[email protected]
for telling me about this.
RATING: ***
S.T. NUMBER: 25
USAGE:
after a personal win theme ends
ORIGIN: original
COMMENTS:
...
RATING: **
S.T. NUMBER: 26
USAGE: when you get the
hammer
ORIGIN: Donkey Kong, under the same circumstances
COMMENTS:
Wow.... beep-perfect!
RATING: ****
S.T. NUMBER: 27
USAGE:
invincibility
ORIGIN: who knows how many Mario games
COMMENTS:
Similar to that in Kart 64....
RATING: **
S.T. NUMBER: 28
USAGE:
the profiles
ORIGIN: original
COMMENTS: Another jingle
RATING:
*
S.T. NUMBER: 29
USAGE: *fighter 1* vs. *fighter 2* screen
ORIGIN:
original
COMMENTS: Ooh.... nice!
RATING: *****
S.T. NUMBER:
30
USAGE: *you* vs. Master Hand screen
ORIGIN: original
COMMENTS:
Very foreboding (sp?)
RATING: ***
S.T. NUMBER: 31
USAGE: the
hand's entrance
ORIGIN: original
COMMENTS: See above
RATING:
***
S.T. NUMBER: 32
USAGE: the last fight
ORIGIN:
original
COMMENTS: Frantic techno-esque sound
RATING: *******
S.T.
NUMBER: 33
USAGE: the bonuses
ORIGIN: original
COMMENTS:
Annoying
RATING: **
S.T. NUMBER: 34
USAGE: after a 1P
fight
ORIGIN: original
COMMENTS: Fanfare, nothing fancy
RATING:
*
S.T. NUMBER: 35
USAGE: after beating the Hand
ORIGIN:
original
COMMENTS: Nice.... sounds almost like a lullaby. Very
mysterious.
RATING: ******
S.T. NUMBER: 36
USAGE: after a
winning Bonus
ORIGIN: original
COMMENTS: see 33
RATING:
**
S.T. NUMBER: 37
USAGE: after a losing bonus
ORIGIN:
original
COMMENTS:
RATING: ***
S.T. NUMBER: 38
USAGE:
Fighting Polygon Team
ORIGIN: original
COMMENTS: Frantic. Reminds me
of Kirby music.
RATING: ******
S.T. NUMBER: 39
USAGE: Metal
Mario
ORIGIN: original
COMMENTS: Hard to follow the tune
RATING:
*****
S.T. NUMBER: 40
USAGE: a challenge match intro
ORIGIN:
original
COMMENTS: Hehehe....
RATING: ******
S.T. NUMBER: 41
USAGE:
showing you an unlocked bonus
ORIGIN: original
COMMENTS:
*blink blink*
RATING: ****
S.T. NUMBER: 42
USAGE: just after
beating da hand
ORIGIN: original
COMMENTS: Little music, little
rating.
RATING: *
S.T. NUMBER: 43
USAGE: after saying no at a
Continue screen
ORIGIN: original
COMMENTS: Ooh.... one note!
'_'
RATING: **
S.T. NUMBER: 44
USAGE: After you choose not to
continue
ORIGIN: original
COMMENTS:
RATING: ***
S.T. NUMBER:
45
USAGE: the credits
ORIGIN: original
COMMENTS: Nice and
upbeat, one of the few original songs I like
RATING:
******
.............................................................................................
THEME
BATTLES
=============
NAME: Sibling Rivalry
ORIGIN: Mario Brothers (Arcade,
NES, Atari)
PLAYERS: Mario, Luigi
COLORS: red, green
DAMAGE: 50%
TEAMS:
no
ITEMS: Bob-omb, Shell, Fire Flower, Star
APPEARANCE %: Low
ARENA: Peach's
Castle
COMMENTS: Luigi's always been stronger, but less popular than Mario.
Now, it's time to see who
is the stronger brother once and for all! At 50%,
the damage will have to be high in order for
any kills, around 250%. Make
sure you taunt a lot!
NAME: Super Mario World
ORIGIN: "" "" "
(SNES)
PLAYERS: Mario & Yoshi vs. Luigi & Yoshi
COLORS: red, red, green,
green
DAMAGE: 100%
TEAMS: yes
ITEMS: Bob-omb, Shell, Fire Flower,
Star
APPEARANCE %: Very Low
ARENA: Mushroom Kingdom
COMMENTS: After more
than eight years of disbandment, the Mario brothers and the Yoshis have
finally teamed back up. Try to have the two best players be the
Yoshis.
NAME: Donkey Kong 4
ORIGIN: original DK games (Arcade, NES,
Atari)
PLAYERS: Mario, DK
COLORS: brown & yellow, brown
DAMAGE: 100%
TEAMS:
no
ITEMS: Hammer
APPEARANCE %: very low
ARENA: Mushroom Kingdom
COMMENTS:
The rematch of the century! This time, though, DK can use the hammers too.
Have the
better player be DK for more nostalgia.
NAME: The
Dreamers
ORIGIN: Kirby's Dream Land (heh)(GB)
PLAYERS: Link, Kirby,
Jigglypuff
COLORS: white, yellow, normal
DAMAGE: 100%
TEAMS: no
ITEMS: Star
Rod, Heart, Star
APPEARANCE %: very low
ARENA: Dream Land
COMMENTS:
Zzzzzzzz... Zzzzzzzz.... Work in a lot of Sing attacks.
NAME: Smash
Gym
ORIGIN: PokŽmon (GB)
PLAYERS: Pikachu, Jigglypuff
COLORS: both
normal
DAMAGE: 100%
TEAMS: no
ITEMS: PokŽball
APPEARANCE %: high
ARENA:
Saffron City
COMMENTS: PokŽmon 64! (I wish....)
NAME: Pink, It's My New
Obsession
ORIGIN: Aerosmith
PLAYERS: Samus, Falcon, Luigi, Fox (Orie Guo
suggested to put Link instead of Fox, but Link's
more of a dark red. Feel free to use that though.)
COLORS: pink,
white & pink, pink, purple
DAMAGE: 115%
TEAMS: no
ITEMS: none
APPEARANCE %:
none
ARENA: Yoshi's Island
COMMENTS: Make sure the taunts abound
here!
NAME: Futurama
ORIGIN: Matt Groening
PLAYERS: Samus, Falcon,
Fox
COLORS: Brown, gray, normal
DAMAGE: 100%
TEAMS: no
ITEMS: Beam Sword,
Motion Sensor Bomb, PokŽball, Ray Gun
APPEARANCE %: middle
ARENA: Sector
Z
COMMENTS: "This presents a problem." (--E-102 Gamma, Sonic
Adventure)
NAME: Battle of the Sexes
ORIGIN: TV
PLAYERS: Samus & Jigglypuff
vs. Falcon & Ness
COLORS: red, red, blue, blue
DAMAGE: 100%
TEAMS:
yes
ITEMS: Fan, Homerun Bat
APPEARANCE %: very low
ARENA: Planet
Zebes
COMMENTS: Okay, okay.... the men have better players than the women.
So sue me. >:^,
NAME: Friends Battle
ORIGIN: Jason Ludka
(
[email protected])
PLAYERS: Mario & Luigi vs. Pikachu & Jiggles
COLORS: red,
white, normal, normal
DAMAGE: 100%
TEAMS: yes
ITEMS: Pokeball, Fire
Flower
APPEARANCE %: very high
ARENA: 50% in Saffron City, 25% in Peach's
Castle, 25% in Mushroom Kingdom
COMMENTS: You can figure the arena out any
way you like......
NAME: Improved Bros.
ORIGIN: Jason Ludka
(
[email protected])
PLAYERS: Mario, Mario, Luigi
COLORS: red, yellow, white (by
hat color)
DAMAGE: 200%
TEAMS: no
ITEMS: Fire Flower, Shell, Star
APPEARANCE
%: normal
ARENA: Mushroom Kingdom
COMMENTS: Yay, my first two contributed
battles! :^) Keep it up people!
NAME: The Cute and the Dead
ORIGIN: none
really, the name is from a movie known as "The Quick and the Dead"
(submitted by Scott Zdankiewicz (
[email protected]))
PLAYERS: Yoshi,
Kirby, Pikachu, and Jigglypuff.
COLORS: normal
DAMAGE: 125%
TEAMS:
none
ITEMS: Star Wand, Heart Container, Maxim Tomato, Bumper, Fan
APPEARANCE
%: Medium
ARENA: Yoshi's Island
COMMENTS:Ê A knock-down drag-out bout to see
who's the cutest of all!Ê The
higher damage ensures that the weaker, cuter
fighters will be easily
knocked out.Ê The items are of the healing, or least
damage inflicted,
adding to the gentle nature, which will definitely crumble
once the word GO
is uttered.
NAME: Revenge of the Sidekicks
ORIGIN:
Revenge of the Nerds, possibly (a movie)
(submitted by
[email protected])
PLAYERS: Mario vs. Yoshi and Luigi
COLORS: normal
DAMAGE:
100%
TEAMS: yes
ITEMS: shells, Bob-ombs, bats, stars
APPEARANCE %:
high
ARENA: Yoshi's Island
COMMENTS: Mario should be the worst character,
the greenie meanies being the better. As Yoshi
would say, "You've sat on me
for the last time! Let's rumble!"
NAME: Batter up!
ORIGIN: (submitted by
[email protected])
PLAYERS: DK, DK, DK, Jigglypuff
COLORS: defaults for the
DK's, and normal for the Jigglypuff
DAMAGE: 150%
TEAMS: All three DK's
against Jigglypuff
ITEMS: Home Run Bat
APPEARANCE %: very high
ARENA:
Saffron City
COMMENTS: Three strikes you're
out!
.............................................................................................
IN
CLOSING...
==========
And that's it. Hope you enjoyed the show, yadda yadda
yadda. For my next updates, I need you
*points* to help me! Here's how:
*
think up some new terms
* let me know if I left a term out of the
Definitions
* help me think of some new nicknames for the characters
* help
me think up more theme battles
* let me know about my speling erors :^)
*
tell me what you think of the thing
* let me know if you want more
sections
Okay? Promise? Good lad. *pats on the head* Oh, and one more
thing.... go to my website! It's
at
http://cranium7.tripod.com/, and it
needs as many visitors as it can get. Also check out my
second website, the
Infection homepage (it's a doujinshi I made up) at infection.zap.to.
Also,
be sure to check out gamefaqs.com, vgmusic.com, and Kirby Superstar. And
Starfox 1. And
all the other excellent games that contributed to this. Good
night, God bless, and happy
smashing!
.............................................................................................
LEGAL
CRUD
==========
This FAQ is protected by international copyright law, so
don't plagerize! It tags you as a
good-for-nothing lamer and also is
illegal.
Nintendo's a trademark of Nintendo Inc. All the PokŽmon are the
property of Nintendo,
Creatures Inc, and Game Freak Inc. All the rest are
Nintendo-native. Also, Atari is a trade-
mark of the Atari Corp. (you must
be out there somewhere). All the other trademarks I haven't
mentioned are
respected and feared. The only things I claim rights to are this FAQ and my
site
..nothing else. Alright? Alright.
If you see stuff from here in a
Smash Brothers FAQ by one Articuno 64, don't worry, I gave him
permission.
Also, this guide may be found at any website as long as they
give me credit and a link to my
website
(cranium7.tripod.com).
.............................................................................................
THANKS
======
-
to
[email protected] for a theme battle.
- to Orie Guo at
[email protected] for a strategy for Ness, some stuff on Fox and a
suggestion on how to modify one of the theme battles.
- to
[email protected]
for yet another theme battle and for reminding me about a little fact
about Yoshi.
- to
[email protected] for some item descriptions, nicknames
for Samus and Fox, and more
enemies for Pikachu.
- to Scott Zdankiewicz
at
[email protected] for giving me another theme battle and some
stuff
about Ness.
- to Jason Ludka at
[email protected] for telling me some stuff on
Yoshi and contributing two
theme battles.
- to all the other FAQ writers
on gamefaqs.com. Without you, I wouldn't be as good as I am.
- to all my
peeps that lost to me. Rest in peace, brothers :^)
- to Tripod, GameFAQs,
Hotmail, ICQ, and Spree for all that they've let me do.
- to my mom and dad,
who buy me my games and my food (in order of importance).
- to anyone I
forgot to mention, for whatever you did.
- to God especially, for being cool
and giving me such a talent (?) for
videogames.
Peace!
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