------------------
////// \\\\\\
/// \\\
/ _____ __ __ _ _ _____ \
| / ____| /\ | \/ | | | |/ ____| |
| | (___ / \ | \ / | | | | (___ |
| \___ \ / /\ \ | |\/| | | | |\___ \ |
| ____) / ____ \| | | | |__| |____) | |
| |_____/_/ \_\_| |_|\____/|_____/ |
\ /
\\\ ///
\\\\\\ //////
------------------
Samus Character FAQ for Super Smash Brothers Melee
Current Version: 0.99 Last Update: 1/26/02 Created: 12/15/01
AUTHOR: DARK CLOUD/ALEX PAGLIARO
E MAIL:
[email protected]
AKA- dark kloud, dark_cloud
This FAQ is written to give you information on the Super
Smash Brothers Melee(SSBM) character Samus. This FAQ assumes
the reader has basic knowledge of the game. I hope this FAQ
helps you to harness the full power that is Samus.
-------------
LEGAL INFO >>
-------------
This document is copyright (c)2001 DARK CLOUD/Alex Pagliaro.
All Rights Reserved. In no way shall anyone reproduce this
document without written consent to the author. If you would
like to place this document on your website, please contact
me at
[email protected].
-----------------
Table of Contents
-----------------
i) Version Log
ii) Contacts
iii) Credits
1) Character Overview
2) Basic Controls
3) Basic Attacks
4) Basic Strategy
5) Power Combos and Special Techniques
a) Combos <-- UPDATED -->
b) Miscellaneous Techniques <-- UPDATED -->
c) Bonus Section <-- UPDATED -->
6) Specific Strategies
-----------------
----------------
i >> VERSION LOG
----------------
Updates to Come : Going to reformat the guide to make it
easier to read a navigate
May make a easy TOC locating system
More strats and an All Star strat
a strength weakness section
Version 0.99 - 1/26/02 - Fixed some easter egg errors
added many credits
Added a new combo
Added some misc strats
Version 0.98 - 1/18/02 - Added some new combos
and some new tips and strats
the guide is almost 100% complete
Version 0.97 - 1/13/02 - Added some new contributed combos
Added the new Bonus Section with
some "easter eggs"
Added the Miscellaneous Section
Added the "Updates To Come"
Version 0.95 - 1/9/02 - Added a new Cruel Melee strategy.
Version 0.94 - 1/8/02 - Added a new combo that was contributed.
Added a Homerun strat that was
contributed.
Version 0.92 - 1/5/02 - Added some Multiman Melee Strategies.
Added a new combo.
Version 0.9 - 1/4/02 - Amazing! Two updates in the same day.
And finally, my guide has been placed on
GameFaqs. I feel inspired to update.
Added some more "Specific Strategy".
Guide is almost complete.
Version 0.85 - 1/4/02 - Reformated the guide.
Version 0.8 - 1/3/02 - Added a new combo and added Target Test,
Classic, and
Homerun Stadium.
Version 0.7 - 12/29/01 - Changed the guide set-up. Added some
more combos.
Version 0.6 - 12/28/01 - Added some power combos and special
techniques.
A few more updates until completetion.
Version 0.5 - 12/27/01 - Sent guide to GameFAQs. Also added
Basic Strategy.
Version 0.4 - 12/26/01 - A whole day of SSBM to my self. Added
some ASCII
art.
Next update will be sent to GameFAQs.
Version 0.3 - 12/20/01 - My rental has to go back. Updates will
stop until
x-mas.
Added the legal stuff.
Version 0.2 - 12/16/01 - Added Basic Attack and controls.
Version 0.1 - 12/15/01 - Started Character Guide. Added
character overview.
Started an outline of the basic FAQ.
--------------
ii >> Contacts
--------------
You can contact me at
[email protected]
Send me comments or strategies that you have that you would
like to contribute.
If you see a mistake please e-mail me.
I am often on the SSBM Message Boards(at GameFAQs) so you
can also contact me there, Dark Kloud.
--------------
--------------
iii >> Credits
--------------
Thanks to:
<< CjayC - Person in charge of GameFAQs >>
Thanks for putting my guide on the site and for
running one of the best gaming sites on the net.
The "ULTIMATE CONTRIBUTOR" Award goes to:
+------------------------------------------------------+
|<< Joshua Trbovich -
[email protected] >> |
|1) Credit for sending in the "Gravity Grapple" Combo. |
|Thanks for the great combo. |
| |
|2) More Credit for sending in two new combos and other|
|strategies. |
| |
|3) Credit for inspiring me to add a whole new section |
+------------------------------------------------------+
<< Sean "Theman101" O'Reilly -
[email protected] >>
Credit for sending in the Homerun Contest Strategy.
Thanks for helping me get over 1000 ft with Samus.
<< Chard -
[email protected] >>
Credit for sending in the Cruel Melee Strategy
Thanks for the strategy.
<< Manuel R. Duran -
[email protected] >>
Credit for sending in some misc strategies.
Credit for sending in a combo.
These people are credited for correcting an error
in the Easter Eggs Section:
+-----------------------------------------------+
|<< Michael Kolesar -
[email protected] >> |
| |
|<< GX -
[email protected] >> |
| |
|<< Groat -
[email protected] >> |
| |
|<< Vinnie Iannucci -
[email protected] >> |
+-----------------------------------------------+
<<
[email protected] >>
Credit for sending in a Misc. tactic/strategy
<< The many people at the SSBM Message Boards at GameFAQs >>
Credit for dicovering many of Samus's "easter eggs".
Please contribute any tips/strategies/ combos you may
have. You will get full credit for them.
-------------------------
ONE >> CHARACTER OVERVIEW
-------------------------
Samus is defintely one of the best if not THE BEST
character in the game. She has a wide range of attacks,
very good combos all which deal tons of damage, and she
also has good speed, agility, and recovery from attacks. It
might just be me, but I use Samus twenty times better than
any other character. I can easily(well, not that easily) beat
HARD and VERY HARD with Samus when I cannot with other
characters. I am writing this character FAQ to provide
you with all the combos and techniques that can be unleashed
with Samus.
The good thing about using Samus is that she is one of the
original characters so you could use her when playing any SSBM game.
If your playing a game that doesn't have all the secret characters
you will be glad that you use Samus. I once beat a friend in
SSB(n64) and he made the excuse of not having Ness, that's why he
lost. Now if he didn't use a secret character, maybe he would have
put up more of a challenge (of course, I still would have won).
---------------------
TWO >> Basic Controls
---------------------
Samus is one of the easiest characters to use and to learn with.
Here is the legend that I will use to describe controls:
Terminology:
Smash attack = a very powerful punch, kick, etc. performed by
smashing the control stick and pressing A
Meteor Attack = a charged Smash attack; performed by doing a
Smash attack then holding A before releasing;
Also an attack that smashes an opponent into
the ground(ex. A + V || J).
Launcher = an attack that will knock your oppenent into the air
Long Range = an attack that can be performed far away from the
oppenent
Button Key:
A = A button > = right on control stick
B = B button < = left on control stick
^ = up on control stick V = down on control stick
* = smash >> = dash right (<< means left)
+ = combine (ex - A + ^) J = jump, JJ = double jump
/ = then (see below) || = while (see below)
R = R button L = L button
Z = Z Trigger GRAB = Grab Opponent
I will use the above keys to show attacks and combos
ex) A + *^ = attack, that means you press A and smash up on
the control stick
A / A = attack, that means you press A THEN press A again
A || J = attack, that means you press A WHILE jumping
(in the air), this may sometimes replace "+"
----------------------
THREE >> BASIC ATTACKS
----------------------
A = Weak Punch
A / A = ONE-TWO Punch (punch then a stronger punch)
A + > = Fast Kick
A + *> = Smash Punch, can also be performed by Smashing left *<,
(hold A to charge then release to perform meteor smash)
A + *^ = Flame Launcher, can be used to launch opponent into air
A + ^, A || ^ = High Kick aka Axe Kick, can counter air attacks
if timed correctly
A || J = Forward Kick, press A twice to kick twice if you are
high enough in the air
A + > || J = Flame Thrower (very useful)
A + < || J = Backward kick
A + V = Ground Flame, very useful, can knock opponent high
into the air
A + *V = Round House Sweeper Kick, can be used to knock away
multiple oppenents and knock opponents into the air
A + ^ || J = Upper Drill Kick, very useful when performing combos
A + V || J = Smash Down, very useful when opponent is in the air
(see Part FOUR)
A + >> OR << = Tackle, knocks opponent into air
R, L = Shield
Z = Power Shield, can also be used to throw
R + A, L + A = Grab
R + A / A / A / etc, L + A / A / A / etc = Grab your opponent
and punch them
Z / Z / Z / etc = Grab you opponent and punch them
GRAB + ^ = Throw Up, personally my favorite throw
GRAB + ^ = Throw Down
GRAB + < OR > = Throw
B = Charge Up Shot, the longer you charge it the more powerful
it becomes
B + ^ = Screw Attack, oppoent is hit with a 12-hit combo,
useful for combos
B + V = Morph Ball Bomb
B + > OR < = Homing Missile, missile will follow opponent
B + *> OR *< = Rocket Missile, powerful missile that travels
in a straight line
----------------------
FOUR >> BASIC STRATEGY
----------------------
NOTE : THIS PART OF THE GUIDE IS MOSTLY FOR BEGINNERS, SEE PART
FIVE FOR MORE ADVANCED TECHNIQUES AND COMBOS
Samus is a very agile, quick, and powerful character and this
part of the guide is designed to teach you how to use Samus's
most basic combos and attacks as fast as possible so you can
start beating up your friends. Here are some useful strategies
you can use during most battles:
- When you first start out in a battle, charge your
charge-up shot.
- You should also fire a few missiles to confuse your opponents
- Let your opponent come to you, it will be easier to
attack because while they are coming towards you, you can
prepare a battle strategy
- Use Meteor Attacks when you have the chance to. Timed
correctly, a well timed meteor smash could put you in
the lead of a battle.
- Learn how to dodge and roll well, it can really help you out
- Samus's Gorund Flame is very useful when your stuck
in a difficult situation
- Use Samus's Screw Attack to end a combo, but be careful,
it will leave you open to attack.
- Samus's Tackle attack is very useful, you can often tackle
opponents time after time by running back and forth
(see below)
- Use the charge-up shot when the opponent least expects it,
you will have a
greater chance of hitting them.
NOT COMPLETE
-------------------------------------------
FIVE >> POWER COMBOS AND SPECIAL TECHNIQUES
-------------------------------------------
--------------------------
<< Section A --> Combos >>
--------------------------
NOTE: I suggest reading the below. It will give you some tips
and strategies on how to usethe combos and when to use the combos.
This part of the guide will show you all of the combos that I know.
If you have a good combo, please send it to me.
I will give the basic combo, then maybe some optional attacks to
add, and then the most powerful and best version of the combo.
I wrote these combos so that you can make your own variations of them.
For example, taking part of the Dashing Fiend and stringing it together
wit parts of the Flying Crane and ONE-TWO-THREE.
Experiment and find the best combos for you.
Have fun with stringing the combos together.
Most of these combos are most effective when the opponent has
a bit of damage(around 20%). The Projectile Fury can easily put
40% damage on an opponent if you time it right. I suggest you use
it before using the other combos. The only time I don't suggest
using the Projectile Fury i when you are fighting in a small
area. Fighting in a tight area, I suggest that you use some
tackles, puches, sweep kicks, and some flamethrowers to put
damage on the opponent, then use the combos.
And remember, pratice makes perfect,practice these combos
over and over and eventually you will master them, but
not after a lot of practice.
Projectile Fury - (B) / (B + *>) / (B + *>) / etc.
This is an easy combo to perform.
You charge your charge-up shot as much as
possible before using it. The charge-up shot
is meant to distract the opponent so then you
can hit them with some missiles. You can also
throw in some charge-up shots in between the
missiles.
Dashing Fiend - (A || >>) / (A || >>) \ (A || >>) / etc.
This is a very annoying combo for the opponent
because Samus's tackle attack is very quick and
powerful. Most of the time, your opponent will
be knocked in the same direction you are traveling
but sometimes the opponent will go in the opposite
direction which means you will have to turn around
to continue the combo.
Thrower of Flames - (A + > || J) / (A + < || J) / etc.
Like the Dashing Fiend, this combo can also be annoying
and repetetive(don't worry the more complex combos
are coming up). This combo works best when your opponent
is on a platform above you. Make sure you attack with
a flame thrower instead of a backwards kick. You must
quickly change your direction before you
perform another flame thrower.
Quick 'n' Easy - (A + *V) OR (A + V) / (A + > || J).
Optional: 1) You may add a (A + *V || J) at the end.
2) You could also add (A || J) if you
are still in
the air.
The first part of this combo launches your opponent
into the air and the second part is to deal out some
damage. If you use the first optional attack it will
smash your opponent to the ground. If you use the
second, it will knock your opponent away from you.
The second option disallows any counter attack from
the opponent. The Quick 'n' Easy is most powerful
when both optionals are combined.
Power Version:
(A + *V) OR (A + V) / (A || J) / (A || J) / (A + *V || J)
Hit and Run - (A + *>) / (A + >>).
Optional: 1) Add a (A + ^ || J) at the end
2) Add another (A + *>)
3) see below
This combo starts off with a smash punch to knock your
opponent away and then a dash tackle to hit them
again before they even hit the ground. You need to be
quick with the tackle because if they hit the ground
you will not be able to hit them. Adding option 1 will
deal out more damage and opens your opponent
to other combo possibilities(see below). Adding option
2 could extend the combo further or end the combo all
together.
Power Version:
(A + *>) / (A + >>) / (A + ^ || J) / (A + V || J)
Getting the timing right is key to using this combo.
But if you manage to get the timing right, this will
be one of your most
powerful and damaging combos.
Flying Crane - NOTE: This combo is best performed while the
opponent is in the air
(A || J) / (A || J) / (A || J) / etc.
Optional: 1) Use (A + V OR *V) to launch your
opponent into the air before using
the Flying Crane.
2) Add (A + ^ || J) at the end
3) Add (B + ^) at the end
This combo is really useful for dishing out damage
to you opponent. You may need to dash alittle to
keep up with your opponent who is flying thorugh
the air. Just keep kicking. If you add option 1
in the beginning, you can start the combo on the
ground. Adding option 2 (a drill kick) can
add some more damage to the opponent. Adding
option 3 is like adding option 2. Becareful because
you will be vulerable after performing your special.
Power Version: I will write it beginning on the ground.
(A + V) OR (A + *V) / (A || J) / (A || J) / (A + ^ || J)
/ (B + ^)
ONE-TWO-THREE - (A / A) / (A + >) / (A + >>)
Optional: 1) (A || J) at the end while the opponent is
still in the air.
2) (A + > || J) at the end
This combo starts off with a One-Two Punch, then a fast
kick, then a dash tackle to finish. When you get good
enough with this combo you will be able to hit your
opponent without ever letting them touch the ground.
Power Version:
(A / A) / (A + >) / (A + >>) / (A || J)/ Flying Crane
Ram and Slam - This combo is still being developed.
(A + >>) / (A + *V) / (A || J) OR a Flying Crane
This combo starts off with a dash tackle, which
should knock your opponent into air. Quickly use
the sweeper kick to knock your opponent into the
air again(you must use the sweeper kick right when
your opponent is about to hit the ground). Then use
the aerial kick to knock them away.
<<<<<<<<<<<< This combo was contributed by Joshua Trbovich. >>>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
Gravity Grapple - (R + A) / (^) / (A + V || J) / (V) / (A + *V)
Optional: 1) Use the Flying Crane at the end
This combo starts off my grabbing the opponent and
then using the UP throw. While the opponent is
still in the air, jump above them and use your
smash down attack(A + V || J) to knock your
opponent into the floor. Press down on the control
stick to get to the floor fast, then use the
sweeper kick to knock your opponent back into the
air.
Power Version:
(R + A) / (^) / (A + V || J) / (V) / (A + *V) /
Flying Crane
<<<<<<<<<<<< This combo was contributed by Joshua Trbovich. >>>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
Gun/Flame Combo: (A + *^) / (A + ^ || J)
Optional: 1) Use (A || J) instead of (A + ^ || J)
This combo starts off with the flame launcher to
knock your opponent into the air. This is
followed by the upper drill kick. You could also
use a regular aerial kick instead of the drill kick.
<<<<<<<<<<<< This combo was contributed by Joshua Trbovich. >>>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
Grapple Multi-Air Combo: (R + A) / (^) / (A + ^ || J) / (B + ^)
Optional: 1) Use another aerial attack
instead of (B + ^)
This combo starts off by grabbing the
opponent and them throwing them up into the
air. This is followed by the upper drill
kick and then a Corkscrew attack. Becareful
because you will be vulnerable after (B + ^).
Personally, I would rather leave out the
Corkscrew and instead follow up with a Flying
Crane or a smash down attack(A + V || J).
Power Version:
(R + A) / (^) / (A + ^ || J) / See optional
Optional --> 1) Flying Crane
2) (B + ^)
3) (A + V || J)
Triple Drill Kick: This combo allows you to upper drill kick an
opponent three times. It may take a while to
learn how to efficiently use the combo.
(^) / (A + ^ || J) (^ + A || J) / (^ + A || J)
This combo starts off with a jumping drill kick.
You must hit the control stick and press A at the
same time so that you jump in the air while doing
a drill kick at the same time. Then when you hit
up again, do another drill kick. This will send
you a little higher and you will be able to perform
another drill kick. This combo take a little
practice to get the timing of the jumps and drill
kicks correct.
<<<<<<<<<<<< This combo was contributed by Manuel R. Duran. >>>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
Grapple Bash - (GRAB) / (V) / (A + > || J) OR (A + ^ || J) / (A + *V)
Optional: 1) End with a screw attack
This combo starts off by grabing your opponent, then
performing the down throw. When they bounce up from
the ground, use an aerial attack such as (A + > || J)
or (A + ^ || J). When your oppnent falls to the
ground, you should be pretty close to them. Use a
sweeping roundhouse kick to end. If you are close
enough, you can also add a screw attack.
MORE TO COME SOON
--------------------------------------------
<< Section B --> Miscellaneous Techniques >> <-- UPDATED -->
--------------------------------------------
This section will give many tips and strategies for miscellaneous
things in the game such as shielding, recovering, jumping, etc.
NOTE: This part of the guide was inspired by Joshua Trbovich and
his contributions to the guide.
i) Recovery Strategies
ii) Shielding Strategies
iii) Jumping Strategies
-------------------------------
<< i --> Recovery Strategies >>
-------------------------------
<<<<<<<<<< These strats were contributed by Joshua Trbovich. >>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
This was mostly taken directly from the email Joshua sent with
a little editing here and there
There are multiple ways to return to a level once you are knocked off.
Bomb Recovery -> When returning back to the stage, use a bomb (B + V)
and you will jump closer to the level each time you
use a bomb. Very effective.
Grapple Recovery -> If you are not going to make it back to the level,
you can use the grapple hook (Z or R + A) as a
last resort. Try to aim the grappling hook so it
will hit the edge of the stage. Then press A (if
using R + A) or Z (if using Z) quickly to pull
yourself back up. Also useful not only for
recovering but evading the opponent as well.
It may take a little practice to get the timing
right.
Conventional Methods -> Of course, there is always air evade and
triple jump.
"But why use moves everyone can use when you
can get back to the level in style!" - Joshua
Edge Recovery Notes -> While hanging on the edge, you can recover many
ways too. Pressing (X) or (Y) will allow you to
let go and jump back on to the stage. Pressing
(A) or (B) will allow you to attack as you get
back on the level. Or there is always pressing
down so you let go, and then triple jumping back
up. Keep in mind you are invincible for a few
seconds after you grap the ledge.
<<<<<<<<<< These strats was contributed by Manuel R. Duran. >>>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
This was mostly taken directly from the email Manuel sent me.
Grabbing -> I find that if you run and grab ,instead of just doing the
normal grab, the grappling beam comes out faster and if
you miss, the recovery time is not as bad. Thats why i always
try to run and grab instead of just standing there.
Recovering -> When you get sent flying and you're are going to hit the
ground, press the z button and you'll do what i call an
"insta-recovery" and get immediatly back up. I find this great
for throwing off my friends. You can also press the l or r
button to roll a certain direction.
<<<<<<<<<<< This strat was contributed by
[email protected]. >>>>>>>>>
<<<<<<<<<<<< See credits for more details. >>>>>>>>>
This was taken directly from the email that THELocke sent me.
Bomb Tactics -> For some of the slower characters in the game, Samus
can completely maul them. The tactic is to wait for
them to jump over you, probably to unleash a down smash
attack. When they do this, Samus is to go into that
little ball and constantly blow up those roller ball
bombs. Samus bounces up, and if timed right, so does
your opponent. I've seen that you can keep this up until
doing an insanely cheap amount of damage. Against a
computer opponent, I launched both him, in this case
Bowser and Samus, off the sceen, so that you I could
only see those little screenshots of them both and
little Samus blowing the hell out of Bowser. I'm not
sure how effective this is against a trained human
opponent, since when I tried it on a friend, they were
obviously a noob. But Bowser was a level 9 difficulty
character, so with this cheap tactic, it's no problem
to take 'em out. Just this tactic, and when they fall,
one smash attack is usually enough to launch their
asses away.
MORE TO COME SOON
---------------------------------
<< Section C --> Bonus Section >> <-- UPDATED -->
---------------------------------
This section will give the little bonuses, secrets, and "easter
eggs" that Samus has. Credit for these goes to the many people
on the SSBM message board at GameFAQs.
EASTER EGGS -->
This is one of the most interesting secret attack in the whole
game. This proves that the Nintendo and HAL added some
extra things for us to find and discover.
<-- Extra Long Homing Grapple Hook --> <-- UPDATED -->
This grappling hook can be activated in any level.
First, pick Samus and go to any level.
Then, press Z while pressing on the D-pad in a 360
degree motion (clockwise or counter-clockwise. It might take
a few tries but eventually you will see an extra long
(about twice the normal length) grappling hook come from Samus.
If at first you don't succeed, try,try and try again.
Once the extra long grappling hook is activated, everytime
you grab it will be extra long.
To use the homing fuction, hold L after you use the
grappling hook to home in on the nearest target.
Then, when the tip of the hook hits the opponent, hit
Z again to pull them in.
It may take a while to get the timing of the buttons
right, but it is one of the most useful attacks in the game.
<-- UPDATE -->
<-- NEW STRATEGY FOR EXTRA LONG GRAPPLE -->
I developed an easier way to do the secret grappling hook.
First go to one of samus's home levels.
Then take your controller, and rotate it so that it is
vertical instead of horizontal.
Place your right hand thumb on the d-pad.
Place you left hand index finger on the R button and the
left thumb on the A button.
While holding R, keep tapping A and rotating the d-pad
in a 360 direction.
Once the extra long grappling hook is activated, follow
the above directions to use homing.
MORE TO COME SOON
----------------------------
SIX >> SPECIFIC STRATEGIES
----------------------------
This section is divided up into 6 parts:
a) Classic Mode Strategy
b) Adventure Mode Strategy
c) All Star Mode Strategy
d) Target Test
e) Homerun Contest
f) Multiman Melee
i) 10 Man Melee
ii) 100 Man Melee
iii) 3 Minute Melee
iv) 15 Minute Melee
v) Endless Melee
vi) Cruel Melee
Each section will give specific help/walkthrough on
the topic.
NOTE: A,B, and C were tested on Normal 5 stock.
--------------------------
A >> CLASSIC MODE STRATEGY
--------------------------
NOTE: because you fight random characters, I will list each
character and my strategy to beat them.
FOX - Fox is pretty easy to beat. Its best to keep using
the Flying Crane combo. You really don't need to try
and combo him he is so easy.
Unless you are trying to beat him on Very Hard,
then use some Strategy.
TEAM BATTLE - Whoever you are fighting with and against
are random so check below for strategies on
the specific characters you
are fighting.
KIRBY - Because Kirby is so light, use strong attacks and
combos. I suggest using the Flying Crane and the
ONE-TWO-THREE.
PIKACHU - Like Kirby, Pikachu is also very light.
Use the same strategy
as you used with Kirby.
FALCO - Like Fox, you can beat him by using a few good
smash attacks and by following a strategy like fox.
GIANT BATTLE - The character chosen is random. Use attacks
that will hit with a lot of damage like
(A + > || J), the flame thrower. Then use the
Flying Crane or some smash attacks
to knock the character out.
SNAG THE TROPHIES - Use a well-timed (A || J) to
knock the trophies.
LUIGI - Fairly easy to beat. Use your kicking aerial
attack to beat him. Can be juggle fairly easy.
I suggest using (A + < || J), backwards aerial kick.
TEAM MULTIMAN - The character again is random but any character
is easily
defeated by using (A + *V), the sweep kick.
RACE TO THE FINISH - Just keep dashing and use Samus's ability
to jump off wall effectivley. You should
be able to finish the track.
METAL BATTLE - Random character. Use meteor attacks and
dash tackle. When the character has enough damage,
he/she will be easy to knock off.
MASTER HAND - Very easy to beat with Samus. Keep using
the Thrower of Flames combo to win. When the
other hand comes, keep using the same combo. The
flame thrower is VERY EFFECTIVE. Concentrate your
attacks on one hand at a time. You can dodge most
of their attacks by jumping.
Once one hand is gone, the other hand is easy.
Concentrate on dodging attacks and only attack when
it is safe.
MORE CHARACTERS TO COME
----------------------------
B >> ADVENTURE MODE STRATEGY
----------------------------
NOTE: The strategy here is not totally developed, better strategy
will soon be posted.
<< Stage 1 --> Mushroom Kingdom >>
AREA ONE: Side Scroll >> Getting through this part is fairly easy.
You can just run by most of the enemies or just KO them with any attack.
Kill the Goombas and Koopas to get the Koopa and Goomba KO bonus.
When you reach the area with the Yoshi Team, use (A + *V) or
(A + V) to kill the Yoshis easily.
At the end of the level, depending on the time left on the clock,
you will have to fight a Peach+Mario Team or a Peach+Luigi Team.
AREA TWO: The Battle >> You will be fighting a team of Peach and Mario
or Peach and Luigi. This battle is not too hard. Focus your attacks
on one person at a time. When surrounded, use your (A + *V) or
(A + V) to knock them away. Then use the Flying Crane to tack on
damage. Eventually they will be very easy to Smash hit. If you
take to long, becareful of the large Bullet Bill.
<< Stage 2 --> Kongo Jungle >>
AREA ONE: The Battle >> This battle against a pair of mini Donkey Kongs
is fairly easy to win. When they get close, use (A + *V), sweeper kick,
to knock the DKs into the air. Then follow up with some aerial attack
such as (A || J).
AREA TWO: Giant DK Battle >> You can most easily kill the Giant DK by
fighting on the left most platform. DK has a greater chance of falling
into the water. Use attacks and combos that will give DK alot of damage
like the ONE-TWO-THREE. This combo is quick and will dish out alot
of damage. You can also use (A + V) or (A + *V).
<< Stage 3 --> Underground Maze >>
AREA ONE: The Maze >> Your mission: Find the Triforce. It is randomly
placed in one of the rooms located in the maze. If you walk into the
wrong room you will have to battle a Link. Navigating the maze is
fairly simple. Just keep looking for the Triforce. When you
encounter link, you may want to start off with an aerial attack
(I recommend the (A + > || J), flamethrower) while Link is
still coming onto the stage. Because you have to fight more than one
Link, you will want to fight quickly and effectivley. When Link is
above you, he will most likely use his Down+A Sword Drop thing that
is very annoying. Just dodge or roll away and attack. You may
be able to get Link in a Dashing Fiend combo. When he has enough
damage he will be easily killed. If you have alot of damage and
do not want to fight another Link, you can easily skip the battle
by jumping around the sword in the middle of the room.
AREA TWO: Hyrule Battle >> Here you fight Zelda. An extremely
easy battle. Charge you charge-up shot at the beginning and while
Zelda is trying to reach you use Missiles and the charge-up shot.
Aerial attacks are key here. I would start off with a Projectile
Fury, then some Flying Crane, a Dashing Fiend, then finish off
with a Flying Crane. Mix it up alittle. You can easily win
this battle without getting hit once.
<< Stage 4 --> Brinstar >>
AREA ONE: Battle Against... Yourself? >> A battle against Samus.
Use dash tackles, (A + *V), and quick One-Two punches to get this
battle over with. Samus will also use quick attacks. The Flying
Crance is also an effective combo here.
AREA TWO: Escape Brinstar >> Easy to complete. Just keep
jumping from one platform to the next. If you want to get
a good time, use Samus's ability to jump off walls at the
right time.
<< Stage 5 --> Green Greens >>
AREA ONE: The Battle >> A battle against Kirby. Kirby is
very easy to defeat because of his weight. Using the Power Version
of the Flying Crane should easily efeat him. Keep him in
the air and keep attacking with either (A + < || J), the backward
kick, or (A || J).
AREA TWO: Multi-Kirby >> Easy to beat. Just keep using (A + *V)
to kill the Kirbys. Sometimes you won't hit them all and they
will attack you. I like to stay to one side and use (A + V)
to flame them as they come, faster and safer. Depending on
how fast you beat this area, you will fight Giant Kirby or
go to the next stage.
AREA THREE: Giant Kirby >> Use the same strategy you use against
regular Kirby. It will be alittle harder to knock Kirby into the
air at first, but soon be will be juggled very easily.
<< Stage 6 --> Corneria >>
AREA ONE: The Battle >> This battle against Fox can be easily
one using the Dashing Fiend combo and/or the Flying Crane.
Using them both is most effective using the Dashing Fiend to get
him in the air then using the Flying Crane to kill.
AREA TWO: Fox Gets Help >> Another battle with Fox(sometimes
Falco). But this time, Slippy, Peppy, and Falco come by and
shoot at you. Use the same strategy as AREA ONE.
<< Stage 7 --> Pokemon Stadium >>
AREA ONE: Pokemon Battle >> I suggest grabbing as many
Pokeballs as possible here. Use only (A + *V) or (A + *>)
to kill the Pikachu, Pichu, and Jigglypuff. The Pokeballs
are also very effective.
<< Stage 8 --> F-Zero Grand Prix >>
AREA ONE: The Race >> Just keep running and jump onto the nearest
platform when the alert come on.
AREA TWO: Captain Falcon >> I'll post a good strategy next
update.
<< Stage 9 --> Onett >>
AREA ONE: Triple Ness >> Attack one Ness at a time. Fight
close to the edges and use strong smash attacks.
<< Stage 10 --> Icicle Mountain >>
AREA ONE: Travel and Battle: Jump up the mountain until you reach
the Ice Climbers. Not too hard. When you reach them, keep using
(A + *V) to easily kill them.
<< Stage 11 --> Battle Field >>
AREA ONE: Wire Frames: Keep using (A + *V) and (A + V) to kill
the wire frames easily.
AREA TWO: Metal Bros.: Strategy next update.
<< Stage 12 --> Final Destination >>
AREA ONE: Dark Bowser: Use combo just as the Dashing Fiend,
ONE-TWO-THREE, the Flying Crane and other high damage combos
to quickly put damage on bowser. When Bowser has about 50%,
he become very vulerable to the Dashing Fiend + Flying Crane
Combo. If you beat Bowser quickly, you get to fight Giga Bowser.
AREA TWO: Giga Bowser: Strategy coming next update.
---------------------------
C >> ALL STAR MODE STRATEGY
---------------------------
COMING SOON....
----------------
D >> TARGET TEST
----------------
1- Hit the target to your right with a aerial kick.
2- Jump over to the right most platform and
use an aerial kick hit this target.
3- Use your Screw Attack(B + ^) to hit the target
on the platform above you.
4- Drop down and hit the target in the lower right
corner.
5- Use a bomb(B + V) to hit this target and then
use your double and triple jump to get back to
the stage.
6- Jump across the gap then use a charge-up shot
to hit the next target.
7- Jump up the the highest platform and hit this
target with an aerial kick.
8- Then use your Screw Attack to hit the highest
target.
9- Drop down and go to the left. Hit the target
on the edge of the stage.
10- Then jump and hit the target underneath the
left platform.
You can easily complete this target test in under 30 seconds.
---------------------
E >> HOME-RUN CONTEST
---------------------
<<<< This strategy was contributed by Sean "Theman101" O'Reilly. >>>>>
<<<<<<<<<< See credits for more details. >>>>>>>>>>>>
First get the bat, then walk up to the bag and use two Axe
kicks (A + ^). When he bag hits the ground, do another Axe kick, then
wait until the bag hits the ground again, then use another axe kick.
Repeat this process until the bag has about 100% damage, then smash it
with the bat. with a little practice, you should be able to get around
1000 ft.
NOTE: If you hit the bag before it hits the ground, it will get
knocked off the platform.
------------
OLD STRATEGY
------------
I am posting the old strategy for reference purposes. I suggest you use
the above strategy.
First I used the (A + *^) then while the bag was still
in the air, I used another (A + *^), then I moved under it
again they did it a third time. Then I grabbed the bat
and smashed it. I did about 50-60 damage before I hit it.
--------------------
F >> MULTI-MAN MELEE
--------------------
Samus is okay at the Multi-Man Melees. But she is not the
greatest character to use for all of them. She has a good
knock away attack, the sweeper kick or the groud flamer,
(A + *V) or (A + V). If you have a better strategy for
any of the Multi-Man Melees posted here, plase send it to
me and I will give you full credit for it.
<< i --> 10 Man Melee >>
Not very difficult. Keep using (A + *V) or (A +V) to keep
KOing them as they come close. You should be able to defeat
them very quickly.
<< ii --> 100 Man Melee >>
A little harder than the 10 Man Melee. This time you must
try avoid taking too much damage or ele you might die
near the end. Keep using (A + *V) or (A + V). Timing
is important here. Try to time them when alot of wire
frames are next to you. Another strategy you may try
is staying on one side of the stage and keep using
(A + V). The ground flamer is very quick and most of
the wire frames won't even be able to touch you.
You can also use Smash attacks and dash tackles to
take them out.
<< iii --> 3 Minute Melee >>
Like the 100 Man Melee, you must also becareful of
taking too much damage. Use pretty much the same
strategy you used on the 100 Man Melee.
Grab as many items as possible, they should
be able to help you out(especially pokeballs and
ray guns).
<< iv --> 15 Minute Melee >>
Coming Next Update...
<< v --> Endless Melee >>
Use a strategy similar to the 3 Minute Melee and 10
Man Melee.
<< vi --> Cruel Melee >>
<<<<<<<<<<<<< This strategy was contributed by Chard. >>>>>>>>>>>>>>>>
<<<<<<<<<<< See credits for more details. >>>>>>>>>>>>
This strategy was taken straight from the email chard sent to me:
Chard-
this was my stratagy:
with the frame that starts out next to you do the ground flame attack
to pop her in the air then alternate between that and the screw attack
to keep the frames in the air. if they hit you out but you can manage
to come back make the think your going to the one of the elevated
platforms, the quikly drop the hang on the edge, get back up with
the b button this should pop them up in the air then us the screw
attack. needless to say dodge like mad and use the occaisonal missle.
---------------------------------------------------------------------
Old Strat -->
I keep this here for reference purposes
One of the hardest Melees. I don't know if Samus can even
get one KO, maybe by luck but I haven't been able to. If
you have a strategy for this Melee, please send it in. I
wll give you credit for it. Maybe in a few days I will
have developed a strategy.
---------------------------------------------------------------------