Pikachu Guide for Super Smash Bros. Melee
By Bkm1234567890 (e-mail questions, comments, and info that could help
this FAQ at
[email protected])
Version 2.5
Last Updated: Sunday, April 28, 2002
Table of Contents
i. A Note
ii. Updates
iii. Updates That Will Be Worked On Soon
I. Why Use Pikachu?
II. How Do I Get Pikachu?
IV. Move List
V. Stage Guide
VI. Classic Mode
VII. Adventure Mode
VIII. All-Star Mode
IX. Event Matches
X. Target Test
XI. Home-Run Contest
XII. Multi-Man Melee
XIII. Vs. Mode
XIV. Battling the Characters
XV. Credits
XVI. Copyrights
i. A Note
I am well aware that there are better strategies for some of the moves.
If you see something that you have a better strategy for, and it at
least half works, e-mail me. I'll put it on this guide.
ii. Updates
Version 2.5 - Made some improvements on the stratgies.
Version 2.0 - Added Multi-Man Melee, Vs. Modes, and Battling the
Characters
Version 1.5 - Added Classic, Adventure, and All-Star modes.
Version 1.0 - Started this guide.
iii. Updates That Will Be Worked on Soon
1-Nothing right now, but I'll think of something.
I. Why Use Pikachu?
Well, because with some work, Pikachu can be one of THE best characters
in SSB:M. With the exception that it's easy to knock off the arenas,
Pikachu is pretty well-rounded. It has a great comeback move. And if you
have any Pokemon hating friends that play SSB:M and dismiss the Pokemon
characters without thought, you can give them a lesson in Pikachu 101.
II. How Do I Get Pikachu?
If you can't get Pikachu, either: a) you're an idiot, or: b) your game
is defective, since Pikachu is a starting character (It's to the right
of Mario, that is, until you get Luigi, then it'll be under Ness).
IV. Move List
Here's the format for my Move List:
Buttons Used to Use Attack: Name of Attack (Will be as accurate as I can
get it) (app. damage %), my thoughts on it. Now on to the move list!
A: Headbutt (1-2%)
Not useful. Stay away from this move whenever possible. Pikachu and
Pichu have far better moves.
Walking + A: Forward Double Kick (3-4%)
An improvement over the Headbutt, but still, there are better moves out
there.
Dash + A: Running Tackle (6-8%)
Not too bad, but not too great, either. If your opponent is expecting
something complex, use this attack. Otherwise, you might want to pass on
this one.
Up + A: Upward Tail Whip (4-6%)
This isn't too bad as a juggle starter. But if you aren't a fan of
juggling, take this move off your list.
Down + A: Downward Tail Whip (4-5%)
You can use this as an edge-guarding move if you aren't skilled with
Thunder or Smash attacks yet. It's not very useful otherwise.
Smash + Forward + A: Spark (16-28%)
Now we're getting to the good A attacks! This is something you should
use without shame. Fully charged, it can send characters like Fox flying
at as little as 70%. Make this move part of your arsenal without fail.
Smash + Up + A: Upward Double Kick (12-18%)
Once you get your opponent in the air for juggling, this is a pretty
good move to keep them there, so long as they're not already flying. If
you have a little time to spare, use this instead of the Upward Tail
Whip to start a juggle. This move is highly reccomended for jugglers.
Smash + Down + A: Electric Spin (9-15%)
If you need a clearout move and you can't use Thunder for whatever
reason, use this instead. There's not a whole lot more to say about this
move.
(Note: You can substitute A with Z for the next five moves. They do a
little more damage than if you used A)
Jump + A: Midair Spin (5-12%)
The damage for this attack depends on when the attack hits; it does more
damage if it hits right when you start this attack. Your opponent will
probably be too smart to just jump casually near you (unless it's a low
level computer player) without attacking, so only use this when they're
stupid enough to do just that.
Jump + Forward + A: Forward Electric Drill (1-6%)
It would be more useful if lasted longer. Not too useful in my opinion.
Jump + Back + A: Midair Whirl (8-12%)
Kind of a horizontal version of the Midair Spin. Like the Midair Spin,
the damage depends on when the attack hits. It's a little more reliable,
though, since the minimum damage is about 8% instead of 5%. Recommended
over the Midair Spin.
Jump + Up + A: Aerial Tail Whip (3-4%)
If you're juggling and you don't want to run the chance of misaiming an
Upward Smash, use this, although it doesn't do nearly as much damage.
Still, juggling is all aboout racking up damage through repeated hits,
and this can get the job done.
Jump + Down + A: Downward Electric Drill (9-12%)
It's kinda hard to time, so use the Midair Whirl if you're not
comfortable with this one yet.
B: Thunder Jolt (5-7%)
A quicker version of Mario's Fireballs. However, it won't leave the
platform if it reaches the edge; it goes around the edge until it runs
out! If you use this in the air, Pikachu will send out a small spark. If
the spark hits the ground, it'll return to a normal Thunder Jolt.
B + Forward: Skull Bash (8-24%)
If you don't charge this (by holding B), Pikachu doesn't travel very
far, and does minimum damage. Fully charged, it sails across the arena,
doing pretty heavy damage to anyone in its way. If you can charge Skull
Bash so it'll hit your opponent without them knowing it, that's great,
use it. Especially when Pikachu goes "Piiii..." whenever it's charging.
B + Up: Quick Attack (1-3%)
Easily one of the best comeback moves in the game. Just tapping Up + B
won't get you too far, though. If you press the Control Stick in a
different direction, you'll go in that direction, getting you a lot of
recovery distance. All this, and you're invulnerable while you use this
attack (although it's very fast, so don't expect to be invulnerable for
very long). Master this move; you won't regret it.
B + Down: Thunder (7-27%)
This an AWESOME attack. It's THE most feared move in Pikachu's lineup.
And with good reason. Thunder knocks your adversary far away, especially
if you're next to them. It's one of the best clearout attacks in the
entire game. The only downside to this move is that it CAN'T go through
platforms. So be sure to choose an arena without any platforms, like
Corneria. Nonetheless, don't ever, EVER forget about this move. One last
note: I'd recommend jumping before using this. You're not as likely to
get hit, especially if there are three other fighters right below you
already preoccupied with each other.
Z: Grab (0%)
Since Pikachu has short arms, you need to be fairly close to the
opponent to grab them.
Dash + Z: Running Grab (0%)
Like a regular grab, but you're running towards your opponent.
Grab + A: Slight Shock (2-3%)
Use this to add a few damage % before throwing. Don't do this too much
before throwing, though, since your opponent can escape your grab.
Grab + Forward: Shock Throw (6-8%)
Pikachu puts the opponent on its back, shocks 'em, and lets the
electricity throw their foe. You can use this to rack up damage a
little, but don't use this throw to knock your foes very far.
Grab + Back: Rolling Throw (6-9%)
This is more of a throw to throw your opponents off. It's not a good
damage racker, as it sends the opponent too far.
Grab + Up: Headbutt Throw (3-4%)
To see the use for this, see the info on Upward Tail Whip (Up + A).
Grab + Down: Body Slam Throw (3-4%)
If you can repeatedly execute this VERY quickly, it's a useful damage
racker. Otherwise, pass on this throw.
Hold R/Missed grab: Shield
With this, you can defend against other character's attacks. Holding R
will create a small, but powerful shield. A missed grab (remember to
hold Z) will create a weak, but large shield. Don't hold it overly long,
though; using it too long, or if your opponent attacks you a lot, can
make the shield break, making you susceptable to anything your opponent
can think of.
Shield + Left or Right: Roll
If your opponent is clobbering you to the point where you can't attack,
use this to make your getaway.
Shield + Down: Sidestep Dodge
Useful against dash attacks. Not overly useful otherwise, though.
R in air: Aerial Dodge
Like the Sidestep Dodge, but in the air. Useful for dodging aerial
attacks.
Up on D-Pad: Taunt
Taunts don't do any damage, but it can REALLY aggrivate your friends (if
you have any that also play SSB:M).
Pikachu gets on its tiptoes, and says "Pika Pika!" while waving.
V. Stage Guide
Now that you know the moves, you'll need somewhere to use them. I've
unlocked all the stages now, so there are descriptions for all of them.
Icicle Mountain
No!!! You can't use Thunder!!! Pikachu's aerial attacks are nothing
great, which is bad, because you'll be using them a lot. At least it's
got a good comeback move. The key here is to dodge your opponent
attacks, and slowly rack up their damage. Then, when the screen is
still, use a smash attack to finish them. This isn't a great stage for
Pikachu, so try to avoid this one.
Princess Peach's Castle
Not a bad stage. You can keep your distance with Thunder Jolt if you
want, or you can get up close and personal with smash attacks or
Thunder. Watch out for any Banzai Bills (those bullets that drill into
the castle and explode) that come by, and you'll be fine.
Rainbow Cruise
Although it looks inviting, while you're on the ship, there are points
where you CAN'T use Thunder. Again, Pikachu's lack of good aerial moves
hurts it. My strategy is to do what you can on the ship, and avoid
getting attacked while off it. Don't use this stage if you can help it.
Kongo Jungle
You'll need to prepare yourself for this stage; either get some
earplugs, or press the MUTE button. Because the music here (especially
towards the end) is just plain hazardous to your health. Anyway, stay
towards the middle here, or, if you really want to head out to the
sides, stay on top, so you can use Thunder. Also, watch out out for any
Klaptrap (crocodiles) that come by.
Jungle Japes
If you have the hang of Quick Attack/Agility, you should have the hang
of this stage. The moment you're completely in water, you're KOed. But
since Pikachu has a comeback move well suited to squeezing through
stuff, this shouldn't be too much of a problem. Stay on the top center,
and everything will be all right.
Great Bay
You can use Thunder just about anywhere on this stage, which is good.
Keep away from the turtle as much as possible, since it'll occasionally
sinnk to the ocean floor, bringing you with it. Stay near the lab, which
is the building with the hook on it, and there shouldn't be too much
mess.
Temple
This stage is HUGE!!! It's so big, I have no true stategy for it except
for this: if you're high on damage, and want to stay alive, head for the
bottom. You can reach over 250% before getting KOed.
Yoshi's Story
It's a pretty basic stage, with no hazards or anything. There's no real
strategy for this stage. Although be sure to hit the Fly Guys (the red
things with masks) that occasionally drop by, since they'll leave behind
food.
Yoshi's Island
The key here, unlike some of the other stages, is to stay away from the
middle. Why? Those spinning blocks covering a bottomless pit. If you
want to, try and lure someone towards the middle, the make the blocks
spin, making the other character fall to their doom. But unless you're
doing that, stay away from the middle.
Green Greens
There are a couple of things to watch out for here. First, are the
blocks between the platforms. Sometimes, a Bomb Block will come by. Try
to lure your opponent there, get away, and quickly use Thunder Jolt to
make the block explode. The other thing is the apples that Whispy Woods
sometimes drops. Pick them up and throw them at adversaries. I think you
can eat them and recover a little bit of %, but I'm not sure.
Fountain of Dreams
The only thing to note here is that the two side platforms sometimes go
down, making them inaccessable. Otherwise, it's all out fighting.
Corneria
This is a GREAT stage for Pikachu. There are NO overhead platforms
unless an Arwing (the ship that fires lasers) is nearby, and there's
plenty of room. Definitely use this stage whenever possible.
Venom
Just try to stay towards the middle and to the top, and remember to
avoid any Arwings firing at you, and that you can hit through the fin
thing in the middle. Oh, yeah, also avoid any incoming debris.
Flat Zone
(get by getting Mr. Game & Watch, and beating Classic Mode with him)
This stage is small, but dangerous. Sometimes tools and buckets will
drop and damage you, and sometimes this guy comes and drops a bucket of
oil onto the stage, making it all slippery. On top of that, there are
platforms above you that constantly change location,. Stay away from
here at all costs.
Brinstar
Fairly basic, not inclding the acid that rises constantly. The only
place that's safe from the acid is the very top platform. This is a good
thing, since you can get there, and if someone comes by, Thunder away.
So long as you stay on the very top platform, this is a pretty easy
stage.
Brinstar Depths
(get by playing 50 Vs. Matches)
If you're bad at this stage, don't worry. it's not you. It's the stage.
Nobody likes this stage, so you won't play here too often. But when you
do, just remember that Thunder Jolt is your friend against an opponent
stranded in certain spots on the stage.
Onett
Stay to the top as usual, but this time, stay to the right. The awnings
in the center fall, and if that happens as a car comes by...The left
isn't too safe, either, as the tree tops keep you from using Thunder
very effectively. The right side is Pikachu's only safe haven here. So
get there and stay there.
Fourside
(Play 100 Vs. Matches)
This is a great stage as long as there are no UFOs. If one appears,
quickly head for the other side. Watch out for the narrow gaps between
the buildings. But don't be afraid to lure someone with a bad comeback
move down there, then use Quick Attack/Agility to get back up, while the
other one falls haplessly to a KO.
Mute City
This place is pretty hectic, and there's a lot of stops through the
track. There's no really good strategy here because of that, just beat
up your opponents and send 'em flying.
Big Blue
(Play 150 Vs. Matches)
At least there's a little strategy here: you stay high, and get your
opponents low. Down to the actual track. Because if you hit the
pavement, you're dragged VERY quickly to the left, and you'll be KOed
before you know it.
Pokemon Stadium
All right! We're on our home turf now. There are four modes of the
stadium, so there's no real single strategy here. On the Rock and Fire
modes, there are all kinds of nooks and crannies to hide and Thunder
Jolt. The Water and Grass modes are your enemies because of all of the
platforms above you. However, you can at least get to the far left of
the Grass Mode so you won't lose Thunder. Normal Mode is your friend
because all there is above you is two small platforms near the edges.
All in all, not a bad stage.
Poke Floats
(Play 200 Vs. Matches)
More home turf. This stage is all right in places without overhead
platforms, like at the beginning. At the end, though, it's just plain
hectic; so hectic, you won't think of attacking. Don't worry, neither
will your opponents. Keep moving, and you won't encounter too many
problems.
Mushroom Kingdom
Darn blocks. Staying on top isn't required, though, as long as you keep
Thundering in the sameplace. Why? The blocks are breakable, and it won't
take but a Thunder or two to temporarily break them. However, I
reccommend staying towards one of the edges of the stage, and if an
opponent comes close, throw them off the stage.
Mushroom Kingdom II (Subcon)
(Get the Birdo trophy)
No overhead platforms (unless there's a Pidgit, the bird on the magic
carpet, over you), narrow gaps...what a great stage. If you don't mind
the pathetic graphics for this stage, it's pretty good for Pikachu.
Battlefield
(Complete All-Star Mode)
One of the most basic arenas in the game, there's no solid strategy.
Play this like you would Yoshi's Story or Fountain of Dreams.
Final Destination
(Beat all 51 events)
No overhead platforms, and the one platform is completely flat. What
should we do? Right, Thunder. Nothing can stop that here. Use smashes to
keep them a little off balance, and you'll win just about every time
here.
Dream Land (Past)
(Complete Target Test with all 25 charcacters)
Basic. Aside from Whispy Woods blowing you to either side, there aren't
any hazards. See Battlefield for strategy.
Yoshi's Island (Past)
(Hit over ???? feet in the Home-Run Contest, I know it's over 1,000 ft,
but below 1,500 feet)
Kinda basic, but there is a difference. The side clouds. They disappear
after you stand on them for a few seconds, so don't start a battle
there. Also, the platforms, except for the top, are slightly slanted,
but that shouldn't change any strategy you might have thought of.
Kongo Jungle (Past)
(Beat 15 Minute Melee)
Darn it, they had to bring back this one? This is not a good stage. The
over head platforms constantly mess up Thunder, and since the main
platform is slanted, you smashes can miss, too. At least there's Thunder
Jolt. It's not affected by slants in platforms, so at least it's not
unbearable.
VI. Classic Mode
Rounds 1, 4, and 7 - 1 on 1 match
These matches are just regular 1 on 1 matches with a randomly selected
character. No particular strategy here.
Round 2 - 2 on 2 match
In this event, you're given a random partner to help you, and you defeat
two other opponents. Let your partner do some of the work, but not every
bit of it - on more difficult levels, your partner will probably get
KOed before either opponent ends up like that.
Round 3 - Break the Targets
See section IX to see how to beat this round.
Round 5 - 3 on 1 match
You get two partners to defeat one enemy. The catch? The one is giant!
Let your partners do the work here, even on higher difficulties Once
they're both KOed, finsih the job yourself.
Round 6 - Snag the Trophies
Try to get all the trophies even if you have them already: you'll get
30,000 points at the end if you do. The Walk + A attack is good here.
Don't ever use the regular A attack, though. It'll just knock the trophy
down.
Stage 8 - 1 on 10 battle
It's you versus a team of 10 of a random character. Don't worry, one
good hit will usually send them flying. They're more aggressive in
higher difficulties, so use your clearout moves more often.
Stage 9 - Race to the Finish
You've got 44 seconds to reach a door. Getting further will get you more
coins and points, though. When you reach the part where the path goes
three different ways, take lowest one; it's the fastest. Also, there's a
trophy somewhere, but unless you don't have it AND it's directly on the
path you're taking, pass it.
Stage 10 - 1 on 1 match
Here you take on one randomly selected character. However, they're
permanently metal. Use the backwards throw until they're off the edge,
edge guard if necessary, and they're toast.
Stage 11 - You vs. Master Hand
It's you versus a hand. A giant, gloved hand. Here, you don't throw the
hand off, you have to deplete its HP. Don't use smash attacks, they're
too low. Thunder works wonders here; abuse it like crazy. You can get
the Dedicated Specialist award here, as long as you only use Thunder.
However, that's not all to it. If you're playing on Normal difficulty or
higher, haven't continued, and have taken off about half of Master
hand's HP quickly, Crazy Hand appears! This one's harder, and has a
couple of new attacks. Don't worry, you don't have to beat it to win;
Master Hand's all you need to beat. Although the bonus from beating
Crazy Hand IS kinda tempting...
VII. Adventure Mode
Note: a * by the stage name indicates that it's a platform game-like
stage.
1-1 - Mushroom Kingdom*
Not hard. Just proceed through the stage, and if you need some trophies,
there's one lying somewhere in the stage, and a certain Goomba will
produce one if you jump on it. When you reach a platform with a picture
of a Super Mushroom on it, a whole bunch if Yoshis will battle you,
three at a time. They're no big deal, just keep using Thunder.
1-2 - Princess Peach's Castle
You're double teamed in this event. Peach, and either of the Mario
Brothers. If you cleared 1-1 with a 2 in the seconds column (like
5:32:14), you'll face Luigi. If not, you'll face Mario. There's no real
change in strategy regardless of who you face. However, if you haven't
already unlocked Luigi, and you beat him and the rest of Adventure Mode,
you can face Luigi for the rights to use him!
2-1 - Kongo Jungle
Here, you're facing two small Donkey Kongs. Thunder and smashes will
take care of them in two seconds flat.
2-2 - Jungle Japes
Now you're facing a giant Donkey Kong! Get on either side of the center
platform, and keep using your back throw. He'll end up in the raging
river below after a few tries.
3-1 - Underground Maze*
The object here is to find the Triforce (the three golden triangles).
It's in one of six places. What's in the other five? Master Swords. If
you get near them, you fight Link (you'll only fight if you're on the
ground, so Quick Attack to the other side if you don't feel like
battling Link). If you beat all five, you get the Link Master bonus, and
30,000 points. Also, in addition the the other one lying around, a
trophy will appear if you beat a randomly predetermined Redead (zombie
thing), Octorok (purple octopus), or Like Like (the thing not previously
mentioned).
3-2 - Temple
Now you've got to face Zelda in the Temple Stage. Not too dangerous as
Zelda, since she's slow and is knocked away pretty far, but watch out
when she turns into Sheik, as she loses those two disadvantages.
4-1 - Brinstar
Here, you do battle with Samus. On easier modes, this will be so easy,
it's not funny. On harder modes, this is difficult to the point where
it's not funny. Regardless of difficuly (except on Very Easy), remember
to stay on the very top platform; it's the only that's safe from the
incoming acid.
4-2 - Escape from Brinstar*
You have 40 seconds to reach the top platform. If you can control Quick
Attack well, this is a piece of cake. Also, there's a trophy somewhere,
so grab it if you want.
5-1 - Green Greens
It's you against one regular Kirby. Even on harder modes, this is a
cinch. I don't need to tell you what to do.
5-2 - Green Greens: Invasion of the Kirbys
Now you must face not one, but 15 Kirbys, three at a time! Plus, they're
all wearing ability hats! Don't worry, they're relatively easy to knock
off. So just smash and Thunder, and this won't be too hard.
5-3 - Green Greens: The Giant Kirby
Aaah! Giant Kirby! Actually, you can only face Giant Kirby if you
finished stage 5-2 in under or BARELY over 30 seconds (I once finished
5-2 with a time of 4:29:72 and still fought Giant Kirby, if I remember
correctly). As long as he doesn't use his Stone attack, he's easy. Just
attack until he's 100%+, then knock him off stage. You get an extra
10,000 points for this, but finishing 5-2 in over 30 seconds isn't a bad
idea if you want to see something special...
6-1 - Corneria
It's you versus Fox. Just keep pounding away, he's not difficult.
6-2 - Corneria: Arwing Attack
Now things get interesting. You'll usually face Fox (although Falco
might appear if you've unlocked him), but regardless of who, the rest of
the Starfox team is there, trying to help their pal! Luckily for you,
they'll hit Fox/Falco just as much as you. So just avoid any Arwing
fire. It's hard, but it is possible to get a Pacifist or even a
Switzerland award here.
7-1 - Pokemon Stadium
It's a homecoming party for Pikachu! You have to defeat 12 Pikachu, but
some will be replaced by Pichu and Jigglypuff as you unlock them. Grab
as many Poke Balls as you can to make life easier.
8-1 - Big Blue*
You have to get across the Big Blue racetrack! The catch? There's a race
aleady in progress! When the '!' warning appears, get to the nearest
pink platform and stay there until all the racers go by. For point
purposes, don't use Quick Attack (or any attack for that matter) unless
you'll fall into the ocean if you don't, and always do a double jump
instead of a single jump: it's an easy way to earn both the Switzerland
and Acrobat awards.
8-2 - Mute City
It's you versus Captain Falcon on the Mute City racetrack. Watch out for
Captain Falcon's Raptor Boost; it can really catch you off guard.
Remember to stay in the middle, so when the platform rises, you don't
become roadkill at higher damage % (literally) or fall into empty space.
9-1 - Onett
You versus three Nesses. Not hard, considering that the computer can't
control Ness very well. Just do the regular stuff, and you'll knock them
clear to Fourside!
10-1 - Icicle Mountain*
Bad news, platform fans: this is the last of the platform stages. After
about 50 seconds of avoiding the bottom, two pairs of Ice Climbers will
attack. Knock them off the side instead of the top whenever possible.
11-1 - Battlefield
It's you against 15 fighting wire frames. Not hard on any mode, just use
clearout moves.
11-2 - Battlefield: Metal Mania
After beating the fighting frames, Metal Mario will appear, and if
you've unlocked Luigi, he'll be there in metal form, too. Get them off
the side as soon as possible, edge guard, and they're history.
12-1 - Final Destination
Whew, the last stage! It's you against Bowser. Bowser's pretty tricky at
higher difficulties, so attack swiftly, and remember to use Pikachu's
speed to your advantage. After that, Bowser's trophy will fall, and
Pikachu will do a victory dance. Congratulations, you've beaten
Adventure Mode! Or have you...?
12-2 - Final Destination: Very Big, Very Ugly, Very Hard Bowser
If you beat Adventure Mode quickly enough on Normal difficuly or higher
without continuing, then beating 12-1 is not the end. Bowser's trophy
floats back up, and is hit by a bolt of lightning. Then, Bowser breaks
out of the trophy, a lot bigger, a lot badder, and a lot uglier!
Congratulations, you're going to battle Giga Bowser! I've actually
battled Giga Bowser before, but sadly, it wasn't with Pikachu. I've got
a strategy now. Always start with Skull Bash; Giga Bowser isn't bright
enough to see it coming. Dodge and evade whenever possible, or you'll
run out of lives in a heartbeat. Pick up items like Poke Balls, Home-Run
Bats, and explosives. Don't despair if you want to beat Giga Bowser and
run out of lives; continue and beat Bowser again, and you can face him
again!
XIII. All-Star Mode
(To unlock this mode, unlock all secret characters)
There's actually no true strategy for this one: expect for the last
match (which is against 25 Mr. Game & Watches), the opponents are in a
random order. Do your best. Also, don't grab any of the Heart Containers
until you're at least at 100%, and try to save one for the encounter
with the Mr. Game & Watch team on the harder modes.
IX. Event Matches
This section covers all of the events you can use Pikachu in.
Lv. 3 - Bomb-fest
Opponents: Link and Samus (1 life each)
Stage: Princess Peach's Castle
You: 1 life
When they said Bomb-fest, they weren't kidding. This isn't too hard if
you're careful, just keep dodging and throwing items. Watch out for
Banzai Bills, though. If you win this event you're rewarded with an
explosive trophy, the Motion Sensor Bomb.
Lv. 4 - Dino-Wrangling
Opponents: Giant Yoshi (1 life)
Stage: Yoshi's Story
You: 3 lives
Be sure to keep Yoshi higher than you, so a) you can Thunder him like
crazy, and b) he won't use Egg Lay on you. With his size, Yoshi's Egg
Lay is instant death for you. If Yoshi ends up on the same platform as
you, Roll Throw him. As long as Yoshi doesn't Egg Lay you three times,
this shouldn't be very hard.
Lv. 6 - Kirbys on Parade
Opponents: 3 Tiny Kirbys (2 lives)
Stage: Fountain of Dreams
You: 1 life
Couldn't be easier. Just backwards throw them (or use any of Pikachu
power attacks) once, and they'll fly off the screen. There's no real
excuse for not completing this one.
Lv. 7 - Pokemon Battle
Opponents: Pikachu (2 lives)
Stage: Pokemon Stadium
You: 2 lives
There's a catch in this event: you can only damage each other through
the Pokemon in the many Poke Balls that appear. Outrun the other Pikachu
to the Poke Balls, and you shouldn't have any problems.
Lv 8 - Hot Date on Brinstar
Opponents: Samus (3 lives)
Stage: Brinstar
You: 3 lives
You start out at 102% damage (even if you get KOed), but don't worry,
Samus starts at 130%! The forward smash is the only move you'll need
here, since it just takes one or two to send Samus flying. Pretty easy
if you stay away from the acid.
Lv. 9 - Hide n' Sheik
Opponents: 2 Zelda (1 life each)
Stage: Great Bay
You: 1 life
This is a pretty frustrating event. Not only are you outnumbered, you
can only KO them for good when they're in Sheik form! Rack up their
damage while they're Zelda with moves like Thunder Jolt, or any ones
that don't knock them very far. When they become Sheik, use the forward
smash and Thunder to knock them clear out of Termina! Whatever you do,
though, DON'T KO them as Zelda, they'll just return without any damage!
Lv. 10 - All-Star Match 1
Opponents: Mario, DK, Yoshi, Peach, Bowser (1 life each)
Stage: Yoshi's Island, Jungle Japes, Yoshi's Story, Princess Peach's
Castle, Rainbow Cruise
You: 2 lives
This is just regular fighting. You only fight one at a time, which is
good. Any damage you accumulate in a previous battle carries on to the
next one, so don't be surprised if you start a later battle at a high
damage %. There's no single strategy here, so just do your best!
Lv. 11 - King of the Mountain
Opponents: 2 Ice Climbers (infinite lives)
Stage: Icicle Mountain
You: 1 life
Just evade their attacks for 62 seconds. This isn't hard as long as you
stay alert.
Lv. 12 - Seconds, Anyone?
Opponents: Captain Falcon (1 life)
Stage: Mute City
You: 1 life
This isn't nearly as hard as it sounds, since both characters start at
100%. Just use a forward smash as soon as the battle starts, and he'll
go flying.
Lv. 14 - Trophy Tussle 1
Opponents: 3 random characters (2 lives each)
Stage: On top of a Goomba trophy
You: 2 lives
This isn't too hard. Once they surround you, just jump and start a
Thunder so it hits right in the middle of the crowd. Keep doing that
until you're down to one, then use regular battle techniques. Do your
best: winning this event yields the arena, a Goomba trophy.
Lv. 15 - Girl Power
Opponents: Peach, Zelda, Samus (2 lives each)
Stage: Fountain of Dreams
You: 2 lives (Small)
You're outnumbered three to one, and you're pretty much hit with a
permanent Poison Mushroom. Sounds hard, right? Wrong. Thunder frequently
in the right places, and this is a breeze.
Lv. 20 - All Star Match 2
Opponents: Samus, Link, Zelda, Captain Falcon, Fox (1 life each)
Stages: Brinstar, Great Bay, Temple, Mute City, Corneria
You: 2 lives
No single strategy here, just do your best, like the first one.
Lv. 21 - Ice Breakers
Opponents: 2 Ice Climbers (1 life)
Stage: Princess Peach's Castle
You: 1 life
(Screams) This has got to be one of the most annoying events in the
history of events! The good news: Normally, the Ice Climbers won't
attack you. The bad news: You have to KO both Nanas WITHOUT KOing either
of the Popos! To make things worse, you've only got one single minute to
do it! Don't worry, there is a strategy to this one. Seperate Nana from
Popo, throw her off the egde, and do some edge-guarding with the forward
smash until she's too far. This one can and probably will take several
tries, but you'll eventually get the hang of it.
Lv. 22 - Super Mario 128
Opponents: 128 Tiny Marios (1 life each)
Stage: Mushroom Kingdom II
You: 1 life
Don't make me laugh. This is insanely easy. Your first instinct is
Thunder, but don't use it: it takes a moment to charge, and it won't hit
if a Pidgit is flying above you. Instead use the faster to execute down
smash. A piece of cake compared to events like Ice Breakers, and the
upcoming event.
Lv. 23 - Slippy's Invention
Opponents: Fox, Falco (2 lives each, invisible)
Stage: Venom
You: 2 lives
Not easy. Although they're supposed to be invisible, you can still kinda
see them. If you're gtting kicked around, any you don't know where it's
coming from, don't be afraid to momentarily pause and see where they
are. They're hard to spot, but you'll know when you've seen them. When
they start double teaming you, use Thunder to clear them out of the way.
Do smash them sometimes, though: they can and will use Deflector on the
kinda deflectable Thunder. Also, try to take on one before facing the
other, it'll make life a lot easier. Like Ice Breakers, it's annoying,
but you can beat it with some practice.
Lv. 24 - The Yoshi Herd
Opponents: 29 Yoshi, Giant Yoshi (1 life each)
Stage: Yoshi's Island
You: 1 life
The only real difficulty in this stage is the two minute time limit. The
Yoshis, even the giant one, can be sent flying with any decent attack.
So just give 'em everything you've got, and you'll come out on top.
Lv. 26 - Trophy Tussle 2
Opponents: 3 random opponents (2 lives each)
Stage: On top of an Entei trophy
You: 2 lives
Good news, you won't be triple teamed; one character will go to the side
and won't attack unless you come by. There's no consistent strategy
here, since the opponents are random, so give it your all! Beating this
event will reward you with the stage, an Entei trophy.
Lv. 28 - Puffballs Unite!
Opponents: 14 Kirbys (one life, each wearing a random ability hat)
Stage: Green Greens
You: 1 life
This isn't going to be easy. The Kirbys QUINTUPLE you, they don't get
knocked away too easily, and you only have one life. Thunder when you
can, and balance that with some well timed smash attacks. Don't try this
one when you're in a bad mood; you'll probably destroy your Gamecube in
a rage, and we don't want that to happen, now do we?
Lv. 30 - All Star Match 3
Opponents: Kirby, Pikachu, Ness, Ice Climbers
Stage: Fountain of Dreams, Pokemon Stadium, Onett, Icicle Mountain
You: 2 lives
Like the other two, there's no single strategy that works, as you're
facing several opponents, so just try your best!
Lv. 31 - Mario Bros. Madness
Opponents: Mario, Luigi (infinite lives)
Stage: Mushroom Kingdom
You: infinite lives
This is just like a time battle from Vs. mode. The object here to is to
have the highest score. You'll gain a point for each KO, and lose one
for being KOed, or if you self destruct. To win here, just lure the
Bros. to the edges, and try to throw them out. You might get KOed a
couple times yourself, but if you did well enough, you KOed them enough
to get the victory.
Lv. 37 - Legendary Pokemon
Opponents: 2 Giant Male Fighting Frames, 2 Giant Female Fighting Frames,
Jigglypuff (2 lives each)
Stage: Battlefield
You: 1 life
Be sure to KO Jigglypuff first, since it's the only one besides you that
throws the Poke Balls. Speaking of Poke Balls, all the Pokemon inside
them are legendary, except for the retaliating Wobbuffet (the blue
punching bag like thing). Just keep beating Jigglypuff to the Poke
Balls, and this is pretty easy. Also, if you beat this event, you'll get
a chance to earn a secret character, which is Pichu, Pikachu's SSB:M
clone!
Lv. 38 - Super Mario Bros. 2
Opponents: Mario, Peach, Luigi (2 lives each)
Stage: Mushroom Kingdom II
You: 2 lives
Thank goodness for Thunder and the down smash. Stay in the middle, and
use those two moves (preferably Thunder). With some luck, you won't take
too much damage yourself, and you'll KO those three before they KO you.
Lv. 40 - All Star Match 4
Opponents: Marth, Luigi, Jigglypuff, Mewtwo, Mr. Game & Watch (1 life
each)
Stages: Temple, Mushroom Kingdom II, Poke Floats, Final Destination,
Flat Zone
You: 2 lives
Another All Star Match. Just use regular techniques, and you'll do fine.
Lv. 44 - Mewtwo Strikes!
Opponents: Zelda, Mewtwo (1 life each)
Stage: Battlefield
You: 1 life
This is no fun at all. You've got to wait 15 seconds for Mewtwo to
appear, and you have to KO it WITHOUT KOing Zelda. As if this wasn't bad
enough, the computer's intelligence is pretty darn high in this event.
If you're lucky, Mewtwo might charge up for a Shadow Ball - while
plummeting to its death! This might be the only way you'll win this
event. Either that, or a LOT of practice, because this is one of THE
hardest events.
Lv. 46 - Fire Emblem Pride
Opponents: Marth, Roy (3 lives each)
Stage: Temple
You: 3 lives
It's a good thing Pikach has a decent double jump, and a great comeback
move in Quick Attack, as you'll be using them a lot to evade some
serious swordplay. Still, this won't be easy, becuase when Pikachu's
hit, it flies. Stay away, and use items and Thunder Jolt until their
damage is pretty high, then knock them off stage.
Lv. 47 - Trophy Tussle 3
Opponents: 3 random characters (2 lives each)
Stage: On top of a Majora's Mask trophy
You: 2 lives
Your only help here is that friendly fire is unfriendly to all.
Hopefully you'll get easy to knock away characters like Jigglypuff and
Mr. Game & Watch: in fact, you probably won't win if you don't.
Lv. 48 - Pikachu and Pichu
Opponents: Pikachu (infinite lives), 2 Pichu (1 life each)
Stage: Dream Land (Past)
You: 2 lives
The goal here is to KO the Pichu, KOing Pikachu won't have any effect.
The problem is that Pikachu is pretty aggressive, and the Pichu can go
above 150% and STILL get back without a problem. The key attack here is
the forward smash, since it knocks them all far away, and it's one of
Pikachu's best damage dealers.
Lv. 49 - All Star Match Deluxe
Opponents: Dr. Mario, Falco, Pichu, Young Link, Roy, Ganondorf
Stages: Mushroom Kingdom, Venom, Pokemon Stadium, Great Bay, Temple,
Final Destination
You: 2 lives
Watch out for Ganondorf, he's slow, but he packs a REALLY big wallop.
With that said, do keep an eye on the timer on this one; if you take too
long, you just might have less than a minute to KO the hard to KO
Ganondorf.
Lv. 50 - Final Destination Match
Opponents: Master Hand, Crazy Hand (300 HP each)
Stage: Final Destination
You: 1 life
Be sure you know how to air dodge before even thinking about trying this
event. Play very defensively, and when you do attack, be sure you use
Thunder or an aerial attack (preferably Thunder). Work on one hand
before the other; I prefer going with the more dangerous Crazy Hand
first, but you can try beating Master Hand first if you want. Good luck
beating this event; you're gonna need it.
Lv. 51 - The Showdown
Opponents: Giga Bowser, Ganondorf, Mewtwo (3 lives each)
Stage: Final Destination
You: 3 lives
Finally, THE last event. None of these guys are easy. Pn the good side,
all three have a move they can Self Destruct with: Giga Bowser's Bowser
Bomb, Ganondorf's Dark Dive, and Mewtwo's Shadow Ball (while it's
charging). Try tricking them into using those moves off the edge. Be
sure also to get lots of Poke Balls, Home-Run Bats, and explosive items,
although Warp Stars, Freezies, ans shells aren't bad ideas when they're
at higher damage %. This can take a while, so be ready. Also, do well,
because you'll reveal the Events' ultimate prize for beating this event;
the Final Destination stage for Vs. Mode!
X. Target Test
Here's what I do for Pikachu in the Target Test.
1-Jump straight up and attack.
2-Double jump to the right and attack.
3-Head right, jump, and while in the air, use Thunder Jolt.
4-Jump onto the platform, then double jump and attack.
5-Fall into the nearby pit and attack.
6&7-Double onto the platform to the left, and use Quick Attack.
8-Fall underneath the two upper targets, and use Thunder Jolt.
9-Double jump onto the 'C' looking platform and attack.
10-Get atop the 'C' platform, double jump into the backwards C platform,
and attack.
Using that method should take around 22 seconds when done correctly.
XI. Home-Run Contest
Again, I'll tell you what I personally do to get what I get.
Pikachu - Get the bat, and Thunder Jolt until Sandbag is around 35%.
Then, use a forward Smash Attack. If it's done right, you should get
around 700 ft.
XII. Multi-Man Melee
10 Man Melee
If you have trouble here, quit this game, you'll never do well in it.
Seriously. Pound away, this is a piece of cake.
100 Man Melee
I've beaten this one. Unfortunately, I just haven't beaten this with
Pikachu. So I have nothing here.
3 Minute Melee
Two words. Don't attack. The only techniques you should use are dodges
and Quick Attack. You don't need to KO anyone to win, so just evade to
the best of your ability.
15 Minute Melee
This isn't so much as difficult, but more that it's long. I say do the
same as 3 minute melee, but it's 5 times longer, so it's a lot trickier.
Do try to get it so that that there are only Female Wire Frames; they
seem to not attack as much.
Endless Melee
Use your best attacks, and try to KO as much wire frames as possible.
Cruel Melee
All the Multi-Man Melees are worthy of their name. This one's no
exception. I've never been able to KO anyone as Pikachu, so there's no
strategy here yet.
XIII. Vs. Mode
The Modes
Time Mode
Probably Pikachu's worst Vs. match. It's a good thing Pikachu has two
good clearout moves moves, as you'll constantly use them to keep it out
of the fray. Don't forget Pikachu's other smashes, they'll be useful
here too.
Stock Mode
This is Pikachu's best Vs. match, as long as there are three or four
characters. Just dodge until there's only one character left, then pound
away.
Bonus Mode
Here, you have to have the most points from end of match bonuses (like
Merciful Master and Butterfingers), so try to attack as accurately, as
consistently, and in as many ways as possible.
Coin Mode
Smash, smash, Thunder. Kinda the story of Pikachu's SSB:M life. Apply
that here. Stay on the offensive as much as possible, and grab all coins
that come out.
XIV. Battling the Characters
Mario
The good news: you're faster, and can keep your opponents away from you.
The bad news: Mario has no weak points you can hammer on. Watch out for
his smashes, the Mario Tornado, and Super Jump Punch. Using Thunder Jolt
is not recomended; he can use his Cape to reflect it back. At least he
can't counter Thunder.
Dr. Mario
He's a little more powerful than the regular Mario, but a little slower.
Still, you should basically use the same strategy against Mario against
Dr. Mario, since the difference isn't too noticable.
Luigi
Kinda like Mario, but he is different in a couple of ways. First, Unless
he hits you with it at the moment it starts, Super Jump Punch will only
do 1% (if you do get hit at that moment, you take 25%, burst into
flames, and go flying). Also, Cape has been replaced with the Green
Missile, which is like your Skull Bash, but it can misfire, sending
Luigi much further, and doing much more damage than normal. Slightly
easier than Mario and Dr. Mario, but still not a walk in the park.
Bowser
Bowser can knock you off at insanely low damage %. Don't worry, you
really can run circles around him. Don't get him either right over you
or right near you: the Bowser Bomb and his forward smash really, REALLY
hurt. Thunder Jolt is highly recommended here: Bowser can't hit long
range without items.
Peach
She can go flying off stage in a hurry, but she can go flying back onto
a stage in a hurry, too. Watch out for her countering Toad; he's fast,
and he hurts. Thunder away, she can't attack well downwards.
Yoshi
Not terribly hard. He had no comeback move besides his double jump, so
edge guard mercilessly. His Egg Roll can be dangerous, but a single well
timed hit can stop it. The Yoshi Bomb and Egg Throw are the only two
moves you should really watch out for. They're both quick, and hard to
counter.
Donkey Kong
He's a little less powerful than Bowser, but has better speed. He has
better range too, since his arms are so long. Try to attack from behind,
but watch out for a smash or the Hand Slap. And don't forget the Giant
Punch; you never, EVER want to receive one of those.
Captain Falcon
He's the fastest character in the game, but you CAN be too fast. Watch
out for all of his B attacks (Falcon Punch, Falcon Kick, Falcon Dive,
and Raptor Boost), and his A attacks aren't too bad either. Use Thunder
Jolt as much as possible, since he has no projectiles.
Ganondorf
He's basically Captain Falcon who gave up a lot of speed for a lot more
power. Watch out for this guy. One false move, and you're toast. It's a
good thing he's slow and has no projectiles; capitalize on those
weaknesses like nobody's business. It might be your only chance.
Fox
Fast, but no power. Don't be afraid to get into the fray with this guy,
since you're better than him as far as power goes. Don't use Thunder
Jolt, since he has that Deflector attack, and Blaster, although it
doesn't do much with each shot and you don't flinch, all those shots can
really add up fast.
Falco
A little slower, and maybe a little more powerful than Fox, but in
esscence they're similar enough to be treated the same way.
Ness
Ness has several moves to be wary off. PK Flash takes a while, but when
it's fully charged, it's devestating. PK Fire can be comboed if timed
right. And don't forget the Home-Run Bat, Ness's forward smash. Never,
EVER use Thunder Jolt on Ness, because then he can use his PK Magnet and
Thunder Jolt will actually HELP Ness. Watch out for Ness, he's tricky.
Ice Climbers
The basic strategy for these two can be summed up in three words: Dodge
the hammers. They hurt. Badly. Especially when there's two of them. At
least they aren't very good from long range since their only projectile
is the weak Ice Shot, so you can Thunder Jolt them if you want. Just
don't get in the way of their hammers.
Kirby
Not too hard, since Pikachu's Thunder rarely knocks the victim sraight
up. Don't let him get right over you, since he's got that incredibly
annoying Stone attack. If he uses that and misses, grab him. He flies at
low damage %, so you'll be all right.
Samus
This is probably THE cheapest character in the game. Watch out for her
Charge Shot, it does a whopping 25% fully charged. Screw Attack is one
of those attacks that drives you crazy, so watch out for that one, too.
Her smashes aren't fun to be on the receiving end on. On top of all
this, she's hard to knock off, and isn't all that slow. Definitely a
hard character to beat.
Zelda/Sheik
Zelda is no problem so long as you can dodge her powerful magic attacks.
She's lightweight, and is really slow. Sheik is completely different.
She might not have one really powerfull attack, but is fast and is a bit
harder to knock off than Zelda. The key is to not let Zelda become
Sheik. If she starts to Transform, hit her, and the transformation will
stop.
Link
Samus's main competition for the title of 'Game's Cheapest Character'.
His sword can do a lot of damage while you're close up, and if you try
to attack from a distance, Link has his Bow, Bommerang, AND Bombs, all
three should be treated with caution. Al least you have one edge: speed.
Remember to use that to your advantage as much as possible.
Young Link
Like Link, but his sword has less range, and you lose some of your speed
advantage. Treat him like a smaller, faster Link, because that's exactly
what he is.
Pikachu
Pikachu's probably one of the few characters where battling yourself
actually makes sense (as compared to Samus vs. Samus, Mario vs. Mario,
etc.). Aside from that, beating yourself will not be easy, because,
well, Pikachu's got everything you do. This will come down to who's the
better Pikachu player. That, and some Bob-ombs won't hurt, either.
Pichu
As Young Link is smaller and faster than Link, so is Pichu compared to
Pichu. Pichu's THE easiest character to knock off in the game, and some
of it's attacks hurt itself, but it's still basically you. Use a
strategy similar to Pikachu.
Jigglypuff
Pretty easy. Watch out for Pound and Rollout, and you're set. Since
juggling is Jigglypuff's main weapnon, and Pikachu can escape from one
of those pretty easily, Jigglypuff's toast. Probably the easiest
character to beat, but don't let your guard down...
Mewtwo
Watch out for Mewtwo's Shadow Ball, Confusion, smashes, and throws.
Shadow Ball is a lot like Samus's Charge Shot, Confusion can repeatedly
flip you like a pancake if timed right, the smashes hurt, and the throws
send you far, far away. Don't worry, he's pretty slow, and if you get
him in the air, you've got it made.
Mr. Game & Watch
Undoubtedly the strangest character in the game. Watch out, his smashes
can be lethal, and so can his aerial attacks. Avoid Thunder Jolt at all
costs; he can use Oil Panic to get three Thunder Jolts, and then dump
them on you for INCREDIBLE damage. He's pretty easy to send fying,
though. Still, if you're not careful, you'll be the one sent flying.
Marth
His sword does the most damage at the tip of the sword, so you can get
up in his face while you're at a low damage %. Once you get higher in
damage, though, stay away and use Thunder Jolt, since he can't counter
that. You don't really have a speed edge, though, so do be careful.
Roy
There are a couple of key differences that make Roy different enough
from Marth to play him differently. First, his sword does the most
damage in the middle, so don't ever get in his face. Second, he's more
powerful, so don't even try to get near him unless he's at a high damage
%. Finally, Roy is slower than Marth, so you can outrun him. Still, he's
not going to go easily...
XV. Credits
Me - for making this guide
Nintendo - for making the Gamecube
HAL Laboratories - for making SSB:M
my mom - for buying Super Smash Bros. Melee for me
all the Character FAQs for SSB:M on GameFAQs - for inspiring me to make
my own Character FAQ
ATFzone (AIM) - for contributing info on Events 50, 51, and Giga Bowser
XVI. Copyrights
These are sites I have granted permission to place this on their sites:
www.gamefaqs.com
www.neoseeker.com
If you by some chance want to put this on your site, just e-mail me.
Unless I have some REALLY big problem with it, I'll probably let you put
it on there. If you see this this on any site other than those above,
tell me, so I can make them take it off.
This Document Copyright 2002 Bkm1234567890
Do Not Use Without Permission From Bkm1234567890