--Super Smash Bros. Melee--

                      Platform: Nintendo Game Cube
                         Character guide - Dr. Mario
                            Started: 2/7/02
                          Last update: 4/23/03
                              Version: 2.5
                             By: XDarkKnightX
                    E-Mail: [email protected]
_______
|  ____  \               ___     ___                       __
| |    | |              /   \   /   \                     |__|
| |    | |  _          /     \_/     \               _     __
| |    | | | |_       /   __     __   \     _____   | |_  |  |  _____
| |    | | |  _\     /   /  \___/  \   \   /  _  \  |  _\ |  | |  _  |
| |____/ / | |  _   /   /           \   \  | |_|  \ | |   |  | | |_| |
|_______/  |_| |_| /___/             \___\ |___/\_| |_|   |__| |_____|

                           +++++++++++++++++
                    T a b l e  o f  C o n t e n t s
                           +++++++++++++++++

                             I. Introduction
                               A. Copyright
                               B. Spoiler
                               C. E-Mail me
                               D. Version History
                               E. Megavitamins and Viruses
                               F. Trophy Information
                               G. Pros and Cons
                            II. Attacks
                               A. Basic
                               B. Special
                               C. Other
                           III. Strategies
                               A. 1 VS 1 battle
                               B. 2 VS 2 battle
                                C. Free For All
                               D. Race to the Finish
                               E. Break the targets
                            IV. Adventure Mode
                             V. Classic Mode
                            VI. Glossary
                           VII. Coming Soon
                            IX. Credits

                   M O R E  C O M I N G  L A T E R ! ! !

-Look at 'Coming Soon' section for more info.

*********************************
       I. Introduction
*********************************

+++++++++++++
I-A. Copyright
++++++++++++++

Copyright 2001 DarkKnight All rights reserved

The game Super SMASH Bros. Melee, all characters and associated
materials are copyright Nintendo and Hal Laboratory, Inc.  No breach
of copyright intended.  This guide and its author make no claims to
the above stated articles.  All trademarks and copyrights not
acknowledged in this document are respected.

      This document is to appear on GameFAQs
<http://www.gamefaqs.com/> only.  For a more detailed legal
disclaimer, refer to the bottom of this document.

+++++++++++
I-B. Spoiler
++++++++++++

Do not continue to read this FAQ any further if you do not want to find
out any secrets in the game because I uncover some secrets that you may
want to find out on yourself.

+++++++++++++
I-C. E-Mail Me
++++++++++++++

Did you find anything wrong? Any mistakes at all? Did you find any
spelling/grammar mistakes? Or Do you just want to add to some parts
or comment on this FAQ? Please feel free to e-mail me with anything
you want to say at the address at the top of this page. Be sure to
include your Name/Alias to the E-mail so I know who I'm crediting.
Thanks!

+++++++++++++++++++
I-D. Version History
+++++++++++++++++++++

(2/8/02)
  1.0- I: A-F complete
       II: A-C complete
       III: Adventure complete
       IV: Glossary complete
       V: Coming Soon complete
       VI: Credits complete

(Credits are X now)
(Coming soon is IX now)
(Glossary is VII now)
(Adventure is IV now)
--------

(2/9/02)
  2.0- III: A-D complete
       V: Classic Mode complete
       VI: Event Mode Started
--------
(5/2/03)
  2.5- III: Added Free For All Strategy
        Fixed the Move list
        Tweaked things here and there

++++++++++++++++++++++++++++
I-E. Megavitamins and Viruses
++++++++++++++++++++++++++++++

  To get Dr. Mario, defeat Classic Mode with Mario, on any difficulty,
without losing one life.

  Dr. Mario is a character from 3 games. His appearances have been
from one from NES, one from Game Boy, and N64. His first debut was in
the NES game called Dr. Mario. I have that game and it feels like I'm
playing Tetris sometimes. Although you're fighting viruses, it's a lot
of the same concept.

   Dr. Mario does all his virus killing, medicine making in his trusty
white doctor suit. In SSBM, you can change the color into four other
suits: Green with Yellow Gloves, Black with gray Gloves,
Red with Blue Gloves or Blue with purple Gloves.

  Dr. Mario doesn't have his own level. Although when you unlock him,
you fight him in Mushroom Kingdom: Peach's Castle. There is one cool
thing about him though, you can play his music. To play his music,
fight in either Peach's Castle or Mushroom Kingdom II (multi-player),
and hold down the L and R buttons while the game is loading, after you
choose the stage.

+++++++++++++++
I-F. Trophy info
+++++++++++++++++

Normal: Immaculate in his medical garb, Dr. Mario destroys killer
viruses with his amazing vitamin capsules. With his dedicated nurse,
Princess Peach, at his side, Dr. Mario spends day and night in his
laboratory working on miracle cures. Somehow, he's managed to keep up
with all the new viruses that have arisen over the years.

Smash #1: There's hardly any difference in the abilities of Mario and
Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad
bit slower due to his lack of exercise, but his Megavitamins pack a bit
more punch than Mario's Fireballs. The capsules travel on a unique
trajectory and make a distinct sound on impact.

Smash #2: The differences between Dr. Mario and Mario are more
pronounced in some areas than others, but basically they can be played
in similar fashion. While it may be too hard spot the contrasts, they
do exist. For example, Dr. Mario's Super Sheet is longer and narrower
than Mario's Cape, and any opponents hit by Dr. Tornado will fly off in
diverse directions.

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

  The doctor has mostly the same moves as Mario. The only difference
between the two is his doctor suit, and Dr. Mario is stronger but not
as fast. This character is definitely a good character, considering his
powerful attacks. He is decently well-rounded just like
Mario.

Appearances:
------------

First: Dr. Mario- NES (1990)

Dr. Mario- Game Boy

Dr. Mario 64- N64 [1999(?)]

+++++++++++++++++
I-F. Pros and Cons
++++++++++++++++++

----
Pros
----
-He is very strong
-Can control enemies easily
-Deal out a lot of damage
-Controls are easy

----
Cons
----
-He can't get back up too well
-Not very fast

As you can see Dr. Mario isn't very fast but he can control a character
very well using power, so speed wouldn't matter in the heat of the
battle.

*********************************
         II. Attacks
*********************************

This section will hopefully convey the basic ideas of all the attacks
of Dr. Mario, how much damage each attack does, what they look like,
and I also provided my opinions on these subjects.

*NOTE*: In case you haven't noticed, all attacks decrease in damage
after being used a lot. So damage may vary throughout match.

++++++++++++++++++
II-A. Basic Attacks
+++++++++++++++++++

Basic attacks are done by using the button, A. These attacks are weak,
but usually faster than the B button attacks. I use these a lot in
matches, since a majority of them I can use for juggling, or for
charging up. These types of moves are used more in my matches than the
B-Button attacks.

=-=-=-=-=-=-=-=-=
Ground attacks
=-=-=-=-=-=-=-=-=

A - Quick Punch (Pressed repeatedly- Punch, punch, kick) 3-4% I do not
use this too much, and never as a combo. This can be easily
countered/evaded and is a waste of time. If you are in a habit, I
recommend you get out of it.

A + Up - Tilt- Short uppercut (10%)
        Smash- Smashes down with hand (Chargeable) (Not charged- 8-
12%)(Charged-13-18%).

A + Down - Tilt- Swings legs around (May send opponent flying) (10%)
         Smash- Same thing as Tilt, except this is chargeable and
covers back too (Not Charged- 18%) (Charged- 24%). Personally, I don't
use this attack a lot in my battles. If you use it then hey, more power
to you (if it works well).

A + Forward - Tilt- High Kick (8%). You might as well do the smash,
because this percent degenerates after a while, and it's easier to
force the joystick all the way to the side anyway.
          Smash- High force punch with electric shock (chargeable)
(Not charged- 19%) (Charged- 23%). This move is recommended for all
occasions and can deal a good amount of damage when executed properly.
This move also send opponents flying in the air, which enables you to
juggle, or do further combos to deal greater damage. This goes well
with the A + Up either coming before or after, because the enemy is
unable to do anything, and you can deal damage, while doing more moves
afterward.
           Running- He does a slide kick (9-10%). This is an awesome
starter to a combo or juggles, because it deals a pretty do amount of
damage to the opponent, and it sends them pretty far up in the air even
at a low percent. This move is very much recommended.



=-=-=-=-=-=-=
Air Attacks
=-=-=-=-=-=-=

A - Kicks (10%). This is just the normal attack as you are in the air.
I use this just as much as every other attack in the air. Although this
can be used plentifully, I recommend the meteor punch if you have the
chance.

A + Up - Back Flips and hits opponent (10%). This move I usually use in
the middle of combos, for a few reasons. For one, it hits the opponent
up, and it deals a good amount of damage, so it is highly recommended.

A + Down - Hold A- Drill Kick - Spins around toward the opponent
(Multiple hits) (2% each)

A + Forward - Hard Punch (long to execute) (18-25%). Look above for
description. I also use this technique in the air, since it can be
started in the air, and can be executed in the air also, enabling a far
hit for an ending of a combo.

++++++++++++++++++++
II-B. Special attacks
+++++++++++++++++++++

  Special attacks are the attacks done by the button, B. Usually,
these attacks are stronger but slower than the A button attacks.

=-=-=-=-=-=-=-=-=
Ground Attacks
=-=-=-=-=-=-=-=-=

B - Megavitamins - He throws a megavitamin at the direction facing
(Lasts for 2 seconds) (4-8%). I usually don't use this move a lot.  For
one, many opponents that are a least decent know to dodge it. It is
slow and doesn't deal a lot of damage. I only use this for some combos
or in desperate situations that I need to get out of.

B + Up - Super Jump Punch - Fast uppercut that goes high (Makes coin
noise for every hit made) (About 2% each - About 5 hits - Final hit
deals more damage). I use this when I'm done with a juggling combo. It
is a nice ending and could deal some pretty good damage. I suggest it
for a wrap up. This move is also useful when you have two enemies
around you. If you use this move, both will be hit, and sent up in the
air. This would only be useful if you hit them with every hit, because
this is a combo. The final hit can send opponents flying up into the
air. Since this is the B + Up move, you will be rendered useless until
you hit the ground, so make sure you either KO you opponent(s) or have
a backup plan.

B + Down - Dr. Tornado - Spins around with arms spread (2-4 hits)(2%
each). I usually don't use this attack for a few different reasons. For
one, it leaves you open when you are done. Since I like to juggle, this
doesn't fit into what I do. Usually it is easy to dodge when started.
This is usually only useful in FFA when in the middle of the fray
(further explained in the strategy).

B + Forward - Super Sheet - Swings cape around (7-10%). This seems weak
when you play with it, but in reality could help. This move is best
used in the middle of a combo, but shouldn't be used starting or ending
a combo because the enemy isn't knocked over or blown away and can
recover easily.

=-=-=-=-=-=-=
Air Attacks
=-=-=-=-=-=-=

Same as ground attacks

++++++++++++++++++
II-C. Other Attacks
+++++++++++++++++++

=-=-=-=-=-=-=-=-=
Ground Attacks
=-=-=-=-=-=-=-=-=

*NOTE*: If you haven't noticed, Z acts the same as A in the air, such
as attacks.

Z'A - Head butt (Multiple hits can be made) (About 1% each). I don't
use this too often when I catch an enemy. I recommend using one of the
ones listed below.

Z' Forward - Tilt- Spins once and throws in that direction (6-7%)

            Fully tilt- Spins around about 3 times and throws in that
direction (10-12%)

Z' Up- Throws up high (4-6%). I think this is a good choice to deal
damage and another very good choice to throw the enemy out of the stage.
When this attack is executed, Dr. Mario flings up the caught enemy very
high, and if they have a lot of percent, they are out.

Z' Down- Chucks down (3-5%)

R + Forward or Up (Same time) - Evades in that direction. I recommend
evading a lot in your matches. I evade a lot and it really helps. Since
Dr. Mario isn't too fast, this can get around an enemy very easily and
very fast so you can execute a hit or combo faster with less risk of
getting hit first.

=-=-=-=-=-=-=
Air Attacks
=-=-=-=-=-=-=

Z - All A attacks in the air.

R + Forward or Back or Up or  Down - He evades in that direction

*********************************
        III. Strategies
*********************************

+++++++++++++++++++
III-A. 1 VS 1 battle
++++++++++++++++++++

  One way to control a 1 VS 1 battle is to run and use A + Forward. As
you probably know, it will send them into the air. Now do this a couple
of times to get percentage up and when their percentage is pretty high,
use A + Forward and charge it up. If they get to close to you and start
attacking you, then jump and use either A + Up or A +_ Forward. Or if
you don't want to go off the ground then use the regular A. To juggle,
which often I usually do, if they are knocked in the air then use A +
Up in the air to knock them higher and deal more damage. To finish off
a combo/juggle, sometimes I end with the Super Jump Punch (B + Up).
This deals some good damage and sends your opponent in the air higher.
This is a really good finisher and I recommend it. One thing you must
do in matches is to evade. I can't stress this enough. Evading is
really important so you can make up for the slow handicap Dr. Mario has.
Evading is fast for Dr. Mario, especially on the ground, so it is easy
to execute when you need to and is really useful to get around enemies.
The best strategy is to hit your opponent a few times, making them
unable to recover, wait a few moments while they recover, then evade to
the other side of them and hit them from that side with a meteor punch
or other such moves to hit them hard and catch them off guard. Evading
is really useful and I recommend it a lot in all matches against any
opponent. Practice this a lot in Training or in 1 player or in Vs. Mode.
Also, after you evade, you can grab your enemy and throw him up to deal
him damage, and to start a juggle.

+++++++++++++++++++
III-B. 2 VS 2 battle
++++++++++++++++++++

  There are two ways to handle this kind of battle. One way is to
focus on one character at a time and then move on to the next victim.
You can also bunch both of them together and attack them all out there.
I like to bunch them up then go all out. That deals out the damage more
quickly and I control both of them at the same time. So when I bunch
them up, I usually run and use A + Forward to slide under them sending
them up and then letting my ally and I knock them from the air with A +
Forward, or A + Up so I can juggle one or both. If they get out of hand,
I like to focus on the harder opponent and leave the other one to my
ally. Then I could really weaken him/her and then I could bunch them up
again and deal out a lot of damage again. Evading helps in this kind of
battle, as long as you don't evade into the other opponent. Dr. Tornado
can help is you drop into the fray of the battle, as it may send the
opponent off in different directions. Keep in mind that if both
opponents are next to you, you can use the Super Jump Punch (B + Up)
and they will both get dealt damage, as well as getting sent upward. If
your ally is taking care of both of the enemies, then you can stay out
of the middle and shoot Megavitamins into the fray, dealing some damage,
while you're out of the way.

++++++++++++++++++
III-C. Free For All
+++++++++++++++++++

       Dr. Mario is decent for controlling 1 or more opponents. His B +
Up attack can handle up to 3 opponents, as well as many other attacks.
This makes it easier for double or even triple combos or juggles, if
you are good at controlling them. To control them well, you have to be
fast. Right after you execute a move, you have to know immediately what
to do. If you hesitate, then your opponent will recover and react.
Being fast also means evading. Evading would probably be your most
effective form of getting across an opponent(s) without getting touched.
I can't stress evading enough. It is terribly important. But one thing
to keep in mind, is that you can't do evades to move around because you
are using it so much. When you don't need to use it, don't. Just think
about it. You could grab, but I wouldn't recommend it since there would
be 2 other people that could come after you, so use it sparingly. The
Running A + Forward so you can slide is also effective in that it can
cover 2, maybe 3, opponents at a time, throwing them up for a decent
combo or juggle to be executed. Remember, you cannot hesitate with Dr.
Mario he's already slow enough :).

++++++++++++++++++++++++
III-D. Race to the Finish
+++++++++++++++++++++++++

  I have never completed Race to the Finish with Dr. Mario but I have
gotten pretty far. This is what I do: Right at the beginning I slam the
joy stick to the right and start running. When I get to the hall that
is high above me, I triple or sometimes double jump to the ledge and I
keep running. After that there is this big fall down, and when I jump
into it I hold down so I can go through the platforms so I don't have
to worry about them. I keep running and once I reach the next ledge, I
fall but when I am level with the opening I use my double and triple
jump into it. When I'm in it, I start running again. I have a choice
now, top middle or bottom. I usually go to the bottom because it is the
fastest. So once I reach there I keep running and fall down and I hit
the bottom so I keep running again. Once I get to the big opening I
jump to the closest platform. Then I jump to the platform below but to
the right. Then I jump up to the high platform to the right and I jump
down to the exit.

+++++++++++++++++++++++
III-E. Break the Targets
++++++++++++++++++++++++

  (1)
        _         ________
       | |                |          (10)
      --A---           (8)|
       | |                |(9)
    (3)| | ---B--          \
       | |  (4)             \
      ---C--                 \  --E---
       |_|                   |
               __     ___    |   (7)
    (2)    --D---|    (6)|   |
              |__|     __|
        ___X_
       |_____|
           (5)
--------------------------------------------
KEY:
--Z--- = Platform
(#) = Target
----------------

  This may seem like it would take a long time but once you remember
it, it is really fast. Jump to platform C and hit target 4. Jump to
platform B and wait for it to go right and once it is all the way
right, jump once to target 8 and then double jump and triple jump to
where platform D is. Now jump on platform D and jump off it once it
reaches all the way right, to where target 6 is (you may need to double
or triple jump). Once you get target 6 then wait for platform D comes
back and double or triple jump onto it. And then jump onto platform C
and then double jump to platform A. Wait for it to go to the left which
then you will double jump off it and hit target 1 and fall down and hit
target 3 fall more then triple jump onto the starting platform. Jump
back up to platform A and then go to the left of it then jump once off
to hit target 2 and then double and triple jump to the starting
platform. Jump up to platform B and jump up to the ledge to the right.
Move to the right and make sure platform E is either coming down or is
all the way down then you slide down to platform E hitting target 9 on
the way. After that, wait for platform E is all the way at the bottom
and face the left. Now before the platform goes up, jump and throw a
megavitamin at the slope so it hits it and ricochets off and hits
target 7. Now go back on to platform E and wait until it is up all it
can then triple jump to hit the coin. Now SLAM left and keep holding
it. Hopefully you end up on platform E again. If it doesn't work don't
worry about it, it took me a few tries before I got it. Now wait again
for the platform to go up all it can then triple jump to the ledge at
the top left. Now go back down to the starting platform and jump off to
the right. Stay as close to the platform as you can and then hit the
last target.

*********************************
         IV. Adventure
*********************************

*NOTE* - Difficulty's are based on how they compare with each
other.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 1 : Mushroom Kingdom 1 - Peach's Castle
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Level 1: Enemy: Yoshi Gang
- Difficulty: Easy
Level 2: Enemy: Peach and Mario/Luigi
- Difficulty: Easy

Level 1:
  This is the easiest level you'll encounter. All the enemies in this
level are either Goombas or Koopas and its one hit K.O. (but the Koopa
comes out of its shell after a while). Just jump on top of them. It
reminds me of the old Super Mario days... anyway back to
the guide. When you get up to the Yoshi Gang, use A + Up when the
Yoshi's jump on top of you. If they are beside you and they are going
nowhere, use you dash and A + Forward move on them. It should knock
them out easy.

Level 2:
  This is a bit harder since you are fighting 2 real opponents. Now,
you may get hit around but don't worry about it. There are two ways to
fighting this battle. You could either fight one at a time, or try to
use strong attacks against both opponents. I like to use the try to use
strong attacks against both opponents because then I have control over
both of them at a time. When they are bunched together, I like to use
the dash and A + Forward so I can send both of them into the air, then
I would jump up and use my A + Up to juggle them. If the jump into the
air and use A + Up doesn't work, I usually go for hitting them with the
dash attack and then charging up my A + Forward so if they are at a
high percentage, then they would fly away.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 2 : Kongo Jungle - Jungle Japes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: 2 small DK's
- Difficulty: Easy
Level 2: Enemy: 1 Large DK
- Difficulty: Easy

Level 1: This is another easy battle. It's easy because you are
fighting 2 small DK's. The reason it would be so easy is because they
are not aggressive, and they don't attack a lot. Another thing is, they
are acting stupid because sometimes they like to sit in one place. One
way to beat this, is to use the dash and A + Forward technique so they
fly into the air, then keep jumping into the air and using the A + Up
to juggle them. When they get to a high percentage, knock them away
using either jump and A + Forward or, A + Up and then charge up the A +
Forward attack so once they come back to you (because they love to
follow you), let go of the charged up attack at them and they go
flying. If they don't come back, do the same thing over again.

Level 2: This is a pretty easy battle. Once again the DK is set on a
very low difficulty. First of all he is too big to hit you and he likes
to follow you then stand around. Try to out run him and run side to
side. Go to one platform on one side, and once he gets there, jump off
and switch. Once you get into a good position to fight (usually when he
is coming at you because you just switched sides), try and charge up
the A + Forward attack and when he gets close, use it on him. What I
like to do is to wait for him at one side and then got the middle and
wait for him to come back. Once he comes at me, I already have my A +
Forward charged up and I hit him with it. IT should send him flying off
the edge I was aiming at. Then I would jump on the platform in the
direction that he flew and wait for him again with a charged up A +
Forward. I keep doing that and also switching sides.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 3 : Underground Maze - Hyrule Temple
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Multiple Links
- Difficulty: Easy
Level 2: Enemy: Zelda
- Difficulty: Medium

Level 1: This is another easy level because all you have to do is find
the Triforce, and hopefully you find it. Once you find the Triforce.
The only catch is, at some places where the Triforce might be, there is
a sword and then if you enter the room you have to fight link. It seems
treacherous but it is not. It's easy because you might not have to
fight Link. What I do is look around for the room with the TriForce, by
not entering the room but slowly walking toward it to see what is in
the middle of the room, either the TriForce or the sword. This is a
good way because then you may not have to fight any Links, but on the
other hand there are some rooms that are after some rooms that may have
the Triforce. So try and look around for it but if you looked in every
room possible without fighting Links then you will have to fight Links.
They aren't that hard anyway. Do the same strategy as always. Use your
Dash and A + Forward to send him up in the air then use either jump and
A + Up or on the ground A + Forward and charge it up.

Level 2: Zelda is pretty easy but she gets annoying with all her
evades. The best way to get rid of this is to Run and push A + Forward
so she jumps out of the way, then turn around and use it again. It
usually confuses her and makes you get the hit. From here, as you know,
I like to juggle her around. So once she's in the air, I jump up and
use A + Up to fling her up again. I do it again and when I had enough I
jump up and use A + Forward to knock her away. That should leave a
bruise or two on her. After that, try to go really near her but not too
close and charge up you're A + Forward. So once she comes after you,
you
can knock her away again. This strategy puts you in complete control.
If it doesn't work the first time, she usually will hit you but then
you will soon get the upper hand if you do this strategy again. Keep
practicing the Run and A + Forward and get it down pact. It will really
help to beat a lot of guys. After that, try practice juggling, after
that, this strategy should be a piece of cake.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 4 : Brinstar - Code Red Escape
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Samus
- Difficulty: Medium
Level 2: Enemy: The clock
- Difficulty: Easy/Medium

Level 1: Samus seems like an aggressive attacker in this stage. She
really isn't. Try to out run her, try to go from one platform, down or
up to another and then wait for her. Once she comes up or back down,
then you are ready with some attacks. A good strategy I like to use is
to go on the top platform and then wait for her to come up, and then go
to the bottom platform and once she follows, I use my A + Up so I can
hit her back up. Once I hit her with A + Up then I jump up and I do it
again on the top platform and I juggle again. But early on, I like to
use the jump and A + Forward because it is easy to blast her out of
this
stage. If it doesn't work the first time, try and go to the beginning
and outrun her again. Then go on through the strategy. Evading really
helps on the bottom platform especially.

Level 2: This isn't actually a fighting stage so it's not that hard and
it doesn't matter if you lose. The hard part about this is Dr. Mario's
third jump is angled so it is hard to skip to those little platforms
and easily get through the level. The only way I finish it is to not
worry about skipping all the platforms, I get all the platforms I can
by jumping and double jumping. So you should have at least 2 seconds or
so left at the end. *In case you didn't know Dr. Mario's third jump is
jump + B + Up.*

=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 5 : Green Greens
=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Kirby
- Difficulty: Easy
Level 2: Enemy: Multiple Kirby's
- Difficulty: Easy

Level 1: This is a very easy level. Kirby doesn't attack very well
against Dr. Mario. So I like to get in a spot so there is a good amount
of time for Kirby to run at you and I power up my A + Forward so if he
comes close, I can deal a lot of damage and makes him fly away,
vulnerable to another attack. If you hit him away, you have two
choices. You can either run after him and use run and A + Forward, or
you can get a little bit closer to Kirby and charge up you A + Forward.
I prefer running after him and using the dash attack. That way I don't
have to wait for him to come back and I can go up to him and send him
back up flying so I can use  jump + A + Up or Forward. Both strategies
put you in complete control of Kirby.

Level 2: Like always, it is another weakling gang that looks hard but
is really easy. Like I always say, stay in the middle of the stage and
wait for them to come to you. When they do come to you, use A + Up to
send them flying this always works. If this somehow fails, then use A +
Forward.

=-=-=-=-=-=-=-=-=-=-=
Stage 6 : Corneria
=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Fox
- Difficulty: Easy
Level 2: Enemy: Fox (and his Ar-winged friends)
- Difficulty: Easy

Level 1: Fox is fast so you better watch out. When he comes running at
you use you run and A + Forward attack so you send him in the air r
evade to the other side. Then try and juggle him by using his aerial A
+ Up and keep doing that. When you had enough, try doing jump + A +
Forward so you can hopefully send him off the stage. If that doesn't
work try it again and send him in the same direction so you have a
better chance of KOing him. When you send him up in the air, if you are
in need of percentage then use jump + B + Up. That gets a little but it
is very fast and it could go on forever. Send him in the air, jump + B
+ Up, send him in the air... and so on.

Level 2: Use the same strategy as before, because nothing is different
except for fox's red shirt and 3 Ar-wings, and you might even face
Falco.

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 7 : Pokemon Stadium
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: 12 Pikachus
- Difficulty: Easy

Level 1: This is easy as cake. Again gangs are the easiest thing. Stand
in the middle of the stage and wait for the gang members to come to you
(in this case, Pikachu's) and once they get near you, use A + Up to
send them away. If they are next to you, use the run and A + Forward.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 8 : F-Zero Grand Prix
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Cars
- Difficulty: Easy
Level 2: Enemy: Captain Falcon
- Difficulty: Medium

Level 1: This is just like Race to the finish. Except this time you
need to watch out for the cars. Since Dr. Mario is pretty decent at
running, I like to skip every other platform, in case it feels like the
cars will be coming soon. This shouldn't be a level that should be
explained.

Level 2: This is pretty easy considering the small platform to stand
on. This is good because of Dr. Mario's attacks. When the stage starts,
attack him with Run + A + Forward so you can send him in into the air.
The juggle him twice and then send him out using jump + A + Forward. If
it doesn't work at first keep trying the run attack. Make sure you
evade a lot so you can make up for Dr. Mario being slow.

=-=-=-=-=-=-=-=-=
Stage 9 : Onett
=-=-=-=-=-=-=-=-=
Level 1: Enemy: 3 Ness'
- Difficulty: Easy

Level 1: The only problem here is that there are three of them. They
all act stupid. They aren't aggressive and they don't look like they
are triggered to kill you. So the best way I found out is to bunch them
together and then use Run and A + Forward to knock them all away. Then
use Super Sheet (B + Forward) to send some damage. A minute later I
stand away and wait for them to come after me and when they do, I have
my A + Forward ready and charged to whack them out. If it doesn't work,
try sending all the damage you can with juggling. Evading doesn't
usually work here, unless you knock out one or two of them, considering
you evade and end up in another enemies range. I suggest using B + Up a
lot while they are together to deal damage to all three of them while
sending them up. This then enables you to juggle one or two of them.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 10 : Icicle Mountain
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: The Level
- Difficulty: Easy
Level 2: Enemy: Ice Climbers
- Difficulty: Easy

Level 1: This is really easy. All you need to do is double jump and
then use jump + B + Up to triple jump. Keep doing that over and over.

Level 2: These ice climbers are cake. All you need to do is focus on
one and charge up his A + Forward. If one of the groups comes near then
you unleash it and they fly away. If they don't fly away right away,
try it again.

=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 11 : Battle Field
=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Metal Mario or Metal Mario and Luigi
- Difficulty: Easy

Level 1: Since Mario is too heavy to be sent flying I just keep using
the dash attack. Back and forth I keep trying to use the dash attack.
If he starts blocking it then I use A + Up to stop him then I keep
repeating. When he gets up to about 150%, then I start using A + Left
or
Right. I try to get him to the left (or right) as much as I can, so I
can
hit him off. Evading could be used sparingly because both are slow, but
might be necessary in the later difficulties. Once at a high percentage,
they can be hit off the stage, and because they are metal, they are
heavy. Because they are heavy, they can't jump. So you need to avoid
them and just deal as much damage as you can, and trying to hit them as
soon as possible.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stage 12 : Final Destination
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*NOTE* I did not face Giga Bowser yet so I do not know how to defeat
him yet.
Level 1: Enemy: Bowser or Giga Bowser
- Difficulty: Medium

Level 1: Like the strategy before. I try and juggle him no matter how
much he's off the ground, just keep repeating it. And if he starts to
take advantage, I use A + Forward so I can knock him away for a few
seconds. After awhile, to about 175% I start going end to end using, A
+ Forward to knock him off. Evading can be fun, especially for bowser
because he can be slow. Make sure you try your best to juggle, as
Bowser will be rendered useless if you do this. The best way is to A +
Forward then evade, grab him and press up, jump under him and use A +
Up then B + Up for the final attack.

Giga Bowser: -Coming Soon

*****
Congratulations, you have completed Adventure mode with Dr. Mario. Good
practice is to move on to the next level of difficulty and challenge
yourself with your new learned or reviewed techniques of yours. Good
Luck!

*********************************
        V. Classic Mode
*********************************
*NOTE* Some of these strategies are explained in the Strategies section
(These are * (starred)) *NOTE*

*Stage 1 : You Vs. 1 melee battle

*Stage 2 : You and ally Vs. 2 melee battle

*Stage 3 : Break the Targets

*Stage 4 : You Vs. 1 melee battle

Stage 5 : You and 2 allies Vs. 1 Giant melee battle

  This battle is pretty easy considering your allies like to fight him
more than you do. When the giant does come near me though, I like to
jump and use A + Forward to get some percentage. Also, If he is next to
me then I would run and use A + Forward so I can send him up a little
and get some percentage. If he runs away, always follow him, he usually
doesn't hit you anyway. When I'm ready, I stand in one place so if he
gets close to me I charge up my A Forward. Another option would have to
be B + Up to send him upward and away from you where your allies could
take care of him. This should be easy to get an Impervious bonus on.
Maybe even Switzerland if you're lucky.

Stage 6 : Save the Trophies

  This level really doesn't need explaining but all you need to do is
hit the trophy as much as you can until you think the trophy will land
into the hoop. A + Up would work fine I guess.

*Stage 7 : You Vs. 1 melee battle

Stage 8 : You Vs. Team melee battle

  If you read the Adventure mode then you know what I am going to say.
My strategy is to stand in the middle of the stage so all the people
come at you then you either use A + Up or run and A + Forward. It
depends on where the people are (Next to you or above you).

*Stage 9 : Race to The finish

Stage 10 : You Vs. 1 Metal melee battle

  This is definitely a weird strategy. Or at least it sounds weird.
What I like to do is to go back and forth through level doing run and A
+ Forward moves. Like start at the left run and do A + Forward then run
to the right end. Then do the same thing going the other way. After
about 100%, I like to stand at one end and charge up my A + Forward so
if he/she comes near me then I have it ready to hit him and make him
fly off.

Stage 11 : You Vs. Master Hand (or, and crazy hand) (Final) melee
battle

  Master hand can be pretty hard if you are at a high difficulty. My
strategy is to stand right below him and jump up and hit him once when
I go up and when I'm falling, I hit him again with A + Forward. This
should get from 20 - 30 hp each time. You should keep jumping and
hitting. You should also always stay on the right side.

  I have also included what you should do every time he does any
moves. Here they are:

Grab (He sparkles):
  So what I do is double jump and then fall and jump again.

Rocket Punch:
  Wait for him to disappear then when you see him again wait about 1
or 2 seconds then do a double jump.

Slap Down:
  He will raise really high in the air, so you will know pretty easily.
The moment he is seen you must (slowly) double jump.

Punch:
  You can tell if he is going to punch you if he gets into a fist. To
avoid getting hit run to the other side of the stage by the time you
get to the other side he should punch by then. After he punches you can
hit him at least twice.

Rocket Fingers:
  You can tell if he is doing this if he puts his fingers in a weird
position and then turns right side up like a rocket then he starts to
blast off. The fire that comes out hurts you but it doesn't matter.
Just make sure you are out of the way. When he blasts off, he
disappears. When you see him, wait about 2 seconds and then double jump
really slowly. He comes near the bottom and flies through the level. So
if you need to, triple jump to get out of the way.

Sweep:
  There isn't much time noticing this but he moves back then he comes
at you really fast. If you see him move back make sure you do a double
jump to get out of the way.


*********************************
         VI. Glossary
*********************************

(#%) - When you see that next to an attack, that means how much
damage it may cause to the opponent.

A (or B or L/R...or Z) - This is the button that you push on the
controller
to attack.

Chargeable - This means that you can charge the attack by holding the
button (A or B, whichever stated).

'(Apostrophe) - This tells to execute the command ordered after the
'(apostrophe), and not at the same time as the command before the
apostrophe.

Right - Push right on the Joy Stick.

Left - Push left on the Joy Stick.

Up - Push up on the Joy Stick.

Down - Push down on the Joy Stick.

*********************************
        VII. Coming Soon
*********************************
This section is obviously about what is coming soon. Here is what is
going to be in the next update (hopefully):

-Classic Mode
-Maybe Event stages

Coming Soon!

*********************************
          IX. Credits
*********************************
Thanks go out to-

-Nintendo and HAL LABORATORY for making this awesome game!
-GameFAQs (CJayC!) for hosting this FAQ (Thanks!)
-Atom Edge for the Copyright Info!
-And you, the reader!

 ----------
|**********|
 ----------
    |**|
    |**|
    |__| HANK YOU FOR READING MY CHARACTER GUIDE!! :)


*********************
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